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/cvs/deliantra/server/server/player.C
Revision: 1.95
Committed: Mon Jan 8 18:18:35 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.94: +4 -29 lines
Log Message:
- move most last_* values into socket, where they belong
- this actually saved a lot of space in the text segment,
  which might mean less complicated pointer accesses, because
  the data is no where it belongs, mostly.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.89 * CrossFire, A Multiplayer game
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The author can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26 pippijn 1.31 #include <pwd.h>
27 root 1.38 #include <sproto.h>
28 elmex 1.1 #include <sounds.h>
29     #include <living.h>
30     #include <object.h>
31     #include <spells.h>
32     #include <skills.h>
33    
34 root 1.54 #include <algorithm>
35     #include <functional>
36 elmex 1.1
37 root 1.89 playervec players;
38 elmex 1.1
39 root 1.18 void
40     display_motd (const object *op)
41     {
42     char buf[MAX_BUF];
43     char motd[HUGE_BUF];
44     FILE *fp;
45     int comp;
46     int size;
47 elmex 1.1
48 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 root 1.44 return;
51    
52 root 1.18 motd[0] = '\0';
53     size = 0;
54 root 1.44
55 root 1.53 while (fgets (buf, MAX_BUF, fp))
56 root 1.18 {
57     if (*buf == '#')
58     continue;
59 root 1.44
60 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
61     size += strlen (buf);
62 elmex 1.1 }
63 root 1.44
64 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65     close_and_delete (fp, comp);
66 elmex 1.1 }
67    
68 root 1.18 void
69     send_rules (const object *op)
70     {
71     char buf[MAX_BUF];
72     char rules[HUGE_BUF];
73     FILE *fp;
74     int comp;
75     int size;
76    
77     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 root 1.44 return;
80    
81 root 1.18 rules[0] = '\0';
82     size = 0;
83 root 1.44
84 root 1.53 while (fgets (buf, MAX_BUF, fp))
85 root 1.18 {
86     if (*buf == '#')
87 elmex 1.1 continue;
88 root 1.44
89 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
90     {
91     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 elmex 1.1 break;
93 root 1.18 }
94 root 1.44
95 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
96     size += strlen (buf);
97 elmex 1.1 }
98 root 1.44
99 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100     close_and_delete (fp, comp);
101 elmex 1.1 }
102    
103 root 1.18 void
104     send_news (const object *op)
105     {
106     char buf[MAX_BUF];
107     char news[HUGE_BUF];
108     char subject[MAX_BUF];
109     FILE *fp;
110     int comp;
111     int size;
112    
113     sprintf (buf, "%s/%s", settings.confdir, settings.news);
114     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115     return;
116 root 1.44
117 root 1.18 news[0] = '\0';
118     subject[0] = '\0';
119     size = 0;
120 root 1.44
121 root 1.18 while (fgets (buf, MAX_BUF, fp) != NULL)
122     {
123     if (*buf == '#')
124     continue;
125 root 1.44
126 root 1.18 if (*buf == '%')
127     { /* send one news */
128     if (size > 0)
129     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130 root 1.89
131 root 1.18 strcpy (subject, buf + 1);
132     strip_endline (subject);
133     size = 0;
134     news[0] = '\0';
135     }
136     else
137     {
138     if (size + strlen (buf) >= HUGE_BUF)
139     {
140     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 elmex 1.1 break;
142 root 1.18 }
143     strncat (news + size, buf, HUGE_BUF - size);
144     size += strlen (buf);
145     }
146 elmex 1.1 }
147 root 1.18
148     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150     close_and_delete (fp, comp);
151 elmex 1.1 }
152    
153 root 1.54 /* This loads the first map an puts the player on it. */
154     static void
155     set_first_map (object *op)
156     {
157 root 1.77 op->contr->maplevel = first_map_path;
158 root 1.54 op->x = -1;
159     op->y = -1;
160 root 1.75 }
161    
162     void
163     player::enter_map ()
164     {
165     object *tmp = object::create ();
166    
167     EXIT_PATH (tmp) = maplevel;
168     EXIT_X (tmp) = ob->x;
169     EXIT_Y (tmp) = ob->y;
170     ob->enter_exit (tmp);
171    
172     tmp->destroy ();
173 root 1.54 }
174    
175 root 1.89 void
176     player::activate ()
177     {
178     if (active)
179     return;
180    
181     players.insert (this);
182     ob->remove ();
183     ob->map = 0;
184     ob->activate_recursive ();
185 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186     add_friendly_object (ob);
187 root 1.89 enter_map ();
188     }
189    
190     void
191     player::deactivate ()
192     {
193     if (!active)
194     return;
195    
196     terminate_all_pets (ob);
197 root 1.92 remove_friendly_object (ob);
198 root 1.89 ob->deactivate_recursive ();
199     ob->remove ();
200     ob->map = 0;
201    
202 root 1.92 // for weird reasons, this is often "ob", keeping a circular reference
203     ranges [range_skill] = 0;
204    
205 root 1.89 players.erase (this);
206     }
207    
208 root 1.56 // connect the player with a specific client
209     // also changed, rationalises, and fixes some incorrect settings
210 root 1.54 void
211     player::connect (client *ns)
212 root 1.18 {
213 root 1.54 this->ns = ns;
214     ns->pl = this;
215    
216 root 1.95 run_on = 0;
217     fire_on = 0;
218    
219 root 1.54 ns->update_look = 0;
220     ns->look_position = 0;
221    
222     clear_los (ob);
223    
224 root 1.95 ns->reset_stats ();
225 root 1.93
226 root 1.57 /* make sure he's a player -- needed because of class change. */
227 root 1.54 ob->type = PLAYER; // we are paranoid
228     ob->race = ob->arch->clone.race;
229 elmex 1.1
230 root 1.56 if (!legal_range (ob, shoottype))
231     shoottype = range_none;
232 root 1.44
233 root 1.54 ob->carrying = sum_weight (ob);
234     link_player_skills (ob);
235 elmex 1.1
236 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237 elmex 1.1
238 root 1.54 assign (title, ob->arch->clone.name);
239 root 1.15
240 root 1.54 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241     * from the class, and not race. I don't see any way to get the class information
242     * to then update this. I don't think this will actually break anything - anyone
243     * that can use armour should be able to use a shield. What this may 'break'
244     * are features new characters get, eg, if someone starts up with a Q, they
245     * should be able to use a shield. However, old Q's won't get that advantage.
246 root 1.15 */
247 root 1.54 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248     SET_FLAG (ob, FLAG_USE_SHIELD);
249    
250     /* if it's a dragon player, set the correct title here */
251     if (is_dragon_pl (ob))
252     {
253     object *tmp, *abil = 0, *skin = 0;
254    
255     shstr_cmp dragon_ability_force ("dragon_ability_force");
256     shstr_cmp dragon_skin_force ("dragon_skin_force");
257    
258     for (tmp = ob->inv; tmp; tmp = tmp->below)
259     if (tmp->type == FORCE)
260     if (tmp->arch->name == dragon_ability_force)
261     abil = tmp;
262     else if (tmp->arch->name == dragon_skin_force)
263     skin = tmp;
264    
265     set_dragon_name (ob, abil, skin);
266     }
267    
268     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269    
270 root 1.60 esrv_new_player (this, ob->weight + ob->carrying);
271    
272     ob->update_stats ();
273 root 1.54 ns->floorbox_update ();
274    
275     esrv_send_inventory (ob, ob);
276     esrv_add_spells (this, 0);
277    
278 root 1.89 activate ();
279 root 1.54
280 root 1.59 send_rules (ob);
281     send_news (ob);
282     display_motd (ob);
283 root 1.78
284     INVOKE_PLAYER (CONNECT, this);
285 root 1.54 INVOKE_PLAYER (LOGIN, this);
286     }
287 elmex 1.1
288 root 1.62 void
289     player::disconnect ()
290     {
291 root 1.63 if (ns)
292 root 1.72 {
293 root 1.89 if (active)
294     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295 root 1.78
296     INVOKE_PLAYER (DISCONNECT, this);
297 root 1.72
298     ns->pl = 0;
299     this->ns = 0;
300 root 1.89 }
301 root 1.72
302 root 1.89 deactivate ();
303 root 1.62 }
304    
305 root 1.54 // the need for this function can be explained
306     // by load_object not returning the object
307     void
308     player::set_object (object *op)
309     {
310     ob = op;
311     ob->contr = this; /* this aren't yet in archetype */
312 root 1.15
313 root 1.54 ob->speed_left = 0.5;
314     ob->speed = 1.0;
315     ob->direction = 5; /* So player faces south */
316     ob->stats.wc = 2;
317     ob->run_away = 25; /* Then we panick... */
318 root 1.15
319 root 1.54 ob->roll_stats ();
320     }
321 root 1.15
322 root 1.54 player::player ()
323     {
324 pippijn 1.81 /* There are some elements we want initialised to non zero value -
325 root 1.54 * we deal with that below this point.
326     */
327     outputs_sync = 16; /* Every 2 seconds */
328     outputs_count = 8; /* Keeps present behaviour */
329     unapply = unapply_nochoice;
330    
331 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
332 root 1.54
333     gen_sp_armour = 10;
334     shoottype = range_none;
335     bowtype = bow_normal;
336     petmode = pet_normal;
337     listening = 10;
338     usekeys = containers;
339     peaceful = 1; /* default peaceful */
340     do_los = 1;
341     }
342    
343 root 1.62 void
344     player::do_destroy ()
345 root 1.54 {
346 root 1.72 disconnect ();
347 root 1.62
348 root 1.72 attachable::do_destroy ();
349 root 1.62
350 root 1.54 if (ob)
351 root 1.69 {
352     ob->destroy_inv (false);
353     ob->destroy ();
354     }
355 root 1.62 }
356    
357     player::~player ()
358     {
359 root 1.54 /* Clear item stack */
360     free (stack_items);
361 elmex 1.1 }
362    
363 root 1.54 /* Tries to add player on the connection passed in ns.
364 elmex 1.1 * All we can really get in this is some settings like host and display
365     * mode.
366     */
367 root 1.54 player *
368     player::create ()
369 root 1.18 {
370 root 1.54 player *pl = new player;
371 root 1.38
372 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
373 root 1.76 set_first_map (pl->ob);
374 root 1.26
375 root 1.54 return pl;
376 elmex 1.1 }
377    
378     /*
379     * get_player_archetype() return next player archetype from archetype
380     * list. Not very efficient routine, but used only creating new players.
381     * Note: there MUST be at least one player archetype!
382     */
383 root 1.18 archetype *
384     get_player_archetype (archetype *at)
385 elmex 1.1 {
386 root 1.18 archetype *start = at;
387    
388     for (;;)
389     {
390     if (at == NULL || at->next == NULL)
391     at = first_archetype;
392     else
393     at = at->next;
394 root 1.46
395 root 1.18 if (at->clone.type == PLAYER)
396     return at;
397 root 1.46
398 root 1.18 if (at == start)
399     {
400     LOG (llevError, "No Player archetypes\n");
401     exit (-1);
402 root 1.11 }
403 elmex 1.1 }
404     }
405    
406 root 1.18 object *
407     get_nearest_player (object *mon)
408     {
409     object *op = NULL;
410     objectlink *ol;
411     unsigned lastdist;
412     rv_vector rv;
413    
414 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 root 1.18 {
416     /* We should not find free objects on this friendly list, but it
417     * does periodically happen. Given that, lets deal with it.
418     * While unlikely, it is possible the next object on the friendly
419     * list is also free, so encapsulate this in a while loop.
420     */
421     while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
422     {
423     object *tmp = ol->ob;
424    
425     /* Can't do much more other than log the fact, because the object
426     * itself will have been cleared.
427     */
428 root 1.92 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429     tmp->debug_desc ());
430 root 1.18 ol = ol->next;
431     remove_friendly_object (tmp);
432     if (!ol)
433     return op;
434     }
435 root 1.11
436 root 1.18 /* Remove special check for player from this. First, it looks to cause
437     * some crashes (ol->ob->contr not set properly?), but secondly, a more
438     * complicated method of state checking would be needed in any case -
439     * as it was, a clever player could type quit, and the function would
440     * skip them over while waiting for confirmation. Remove
441     * on_same_map check, as can_detect_enemy also does this
442     */
443     if (!can_detect_enemy (mon, ol->ob, &rv))
444     continue;
445 root 1.11
446 root 1.18 if (lastdist > rv.distance)
447     {
448     op = ol->ob;
449     lastdist = rv.distance;
450 root 1.11 }
451 elmex 1.1 }
452 root 1.61
453     for_all_players (pl)
454     if (can_detect_enemy (mon, pl->ob, &rv))
455     if (lastdist > rv.distance)
456 root 1.18 {
457 root 1.61 op = pl->ob;
458     lastdist = rv.distance;
459     }
460 elmex 1.1
461     #if 0
462 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
463 elmex 1.1 #endif
464 root 1.18 return op;
465 elmex 1.1 }
466    
467     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
468     * result in a monster paths backtracking. It basically determines how large a
469     * detour a monster will take from the direction path when looking
470     * for a path to the player. The values are in the amount of direction
471     * the deviation is
472     */
473     #define DETOUR_AMOUNT 2
474    
475     /* This is used to prevent infinite loops. Consider a case where the
476     * player is in a chamber (with gate closed), and monsters are outside.
477     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
478     * find a path into the chamber. This is a good thing, but since there
479     * is no real path, it will just keep circling the chamber for
480     * ever (this could be a nice effect for monsters, but not for the function
481     * to get stuck in. I think for the monsters, if max is reached and
482     * we return the first direction the creature could move would result in the
483     * circling behaviour. Unfortunately, this function is also used to determined
484     * if the creature should cast a spell, so returning a direction in that case
485     * is probably not a good thing.
486     */
487     #define MAX_SPACES 50
488    
489     /*
490     * Returns the direction to the player, if valid. Returns 0 otherwise.
491     * modified to verify there is a path to the player. Does this by stepping towards
492     * player and if path is blocked then see if blockage is close enough to player that
493     * direction to player is changed (ie zig or zag). Continue zig zag until either
494     * reach player or path is blocked. Thus, will only return true if there is a free
495     * path to player. Though path may not be a straight line. Note that it will find
496     * player hiding along a corridor at right angles to the corridor with the monster.
497     *
498     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
499     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
500     * down corriders.
501     * 2) I think the old code was broken if the first direction the monster
502     * should move was blocked - the code would store the first direction without
503     * verifying that the player can actually move in that direction. The new
504     * code does not store anything in firstdir until we have verified that the
505     * monster can in fact move one space in that direction.
506     * 3) I'm not sure how good this code will be for moving multipart monsters,
507     * since only simple checks to blocked are being called, which could mean the monster
508     * is blocking itself.
509     */
510 root 1.18 int
511     path_to_player (object *mon, object *pl, unsigned mindiff)
512     {
513     rv_vector rv;
514     sint16 x, y;
515     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
516 root 1.25 maptile *m, *lastmap;
517 root 1.18
518     get_rangevector (mon, pl, &rv, 0);
519    
520     if (rv.distance < mindiff)
521     return 0;
522    
523     x = mon->x;
524     y = mon->y;
525     m = mon->map;
526     dir = rv.direction;
527     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
529     /* If we can't solve it within the search distance, return now. */
530     if (diff > max)
531     return 0;
532     while (diff > 1 && max > 0)
533     {
534     lastx = x;
535     lasty = y;
536     lastmap = m;
537     x = lastx + freearr_x[dir];
538     y = lasty + freearr_y[dir];
539    
540     mflags = get_map_flags (m, &m, x, y, &x, &y);
541     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542    
543     /* Space is blocked - try changing direction a little */
544     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545     && (m == mon->map && blocked_link (mon, m, x, y))))
546     {
547     /* recalculate direction from last good location. Possible
548     * we were not traversing ideal location before.
549     */
550     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551     if (rv.direction != dir)
552     {
553     /* OK - says direction should be different - lets reset the
554     * the values so it will try again.
555     */
556     x = lastx;
557     y = lasty;
558     m = lastmap;
559     dir = firstdir = rv.direction;
560     }
561     else
562     {
563     /* direct path is blocked - try taking a side step to
564     * either the left or right.
565     * Note increase the values in the loop below to be
566     * more than -1/1 respectively will mean the monster takes
567     * bigger detour. Have to be careful about these values getting
568     * too big (3 or maybe 4 or higher) as the monster may just try
569     * stepping back and forth
570     */
571     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572     {
573     if (i == 0)
574     continue; /* already did this, so skip it */
575     /* Use lastdir here - otherwise,
576     * since the direction that the creature should move in
577     * may change, you could get infinite loops.
578     * ie, player is northwest, but monster can only
579     * move west, so it does that. It goes some distance,
580     * gets blocked, finds that it should move north,
581     * can't do that, but now finds it can move east, and
582     * gets back to its original point. lastdir contains
583     * the last direction the creature has successfully
584     * moved.
585     */
586    
587     x = lastx + freearr_x[absdir (lastdir + i)];
588     y = lasty + freearr_y[absdir (lastdir + i)];
589     m = lastmap;
590     mflags = get_map_flags (m, &m, x, y, &x, &y);
591     if (mflags & P_OUT_OF_MAP)
592     continue;
593     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595     continue;
596     if (mflags & P_BLOCKSVIEW)
597     continue;
598    
599     if (m == mon->map && blocked_link (mon, m, x, y))
600     break;
601     }
602     /* go through entire loop without finding a valid
603     * sidestep to take - thus, no valid path.
604     */
605     if (i == (DETOUR_AMOUNT + 1))
606     return 0;
607     diff--;
608     lastdir = dir;
609     max--;
610     if (!firstdir)
611     firstdir = dir + i;
612     } /* else check alternate directions */
613     } /* if blocked */
614     else
615     {
616     /* we moved towards creature, so diff is less */
617     diff--;
618     max--;
619     lastdir = dir;
620     if (!firstdir)
621     firstdir = dir;
622     }
623     if (diff <= 1)
624     {
625     /* Recalculate diff (distance) because we may not have actually
626     * headed toward player for entire distance.
627     */
628     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629     diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
630     }
631     if (diff > max)
632     return 0;
633     }
634     /* If we reached the max, didn't find a direction in time */
635     if (!max)
636     return 0;
637    
638     return firstdir;
639     }
640    
641     void
642     give_initial_items (object *pl, treasurelist * items)
643     {
644     object *op, *next = NULL;
645    
646     if (pl->randomitems != NULL)
647     create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648    
649     for (op = pl->inv; op; op = next)
650     {
651     next = op->below;
652    
653     /* Forces get applied per default, unless they have the
654     * flag "neutral" set. Sorry but I can't think of a better way
655     */
656     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
657     SET_FLAG (op, FLAG_APPLIED);
658    
659     /* we never give weapons/armour if these cannot be used
660     * by this player due to race restrictions
661     */
662     if (pl->type == PLAYER)
663     {
664     if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
665     (op->type == ARMOUR || op->type == BOOTS ||
666     op->type == CLOAK || op->type == HELMET ||
667     op->type == SHIELD || op->type == GLOVES ||
668     op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669     {
670 root 1.33 op->destroy ();
671 root 1.18 continue;
672     }
673 root 1.11 }
674    
675 root 1.18 /* This really needs to be better - we should really give
676     * a substitute spellbook. The problem is that we don't really
677     * have a good idea what to replace it with (need something like
678     * a first level treasurelist for each skill.)
679     * remove duplicate skills also
680     */
681     if (op->type == SPELLBOOK || op->type == SKILL)
682     {
683     object *tmp;
684 elmex 1.1
685 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
686     if (tmp->type == op->type && tmp->name == op->name)
687     break;
688 root 1.11
689 root 1.18 if (tmp)
690     {
691 root 1.33 op->destroy ();
692 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
693     continue;
694 root 1.11 }
695 root 1.33
696 root 1.18 if (op->nrof > 1)
697     op->nrof = 1;
698 root 1.11 }
699 elmex 1.1
700 root 1.18 if (op->type == SPELLBOOK && op->inv)
701     {
702     CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 root 1.11 }
704    
705 root 1.18 /* Give starting characters identified, uncursed, and undamned
706     * items. Just don't identify gold or silver, or it won't be
707     * merged properly.
708     */
709     if (need_identify (op))
710     {
711     SET_FLAG (op, FLAG_IDENTIFIED);
712     CLEAR_FLAG (op, FLAG_CURSED);
713     CLEAR_FLAG (op, FLAG_DAMNED);
714     }
715     if (op->type == SPELL)
716     {
717 root 1.33 op->destroy ();
718 root 1.18 continue;
719     }
720     else if (op->type == SKILL)
721     {
722     SET_FLAG (op, FLAG_CAN_USE_SKILL);
723     op->stats.exp = 0;
724     op->level = 1;
725 root 1.11 }
726 root 1.18 /* lock all 'normal items by default */
727     else
728     SET_FLAG (op, FLAG_INV_LOCKED);
729     } /* for loop of objects in player inv */
730    
731     /* Need to set up the skill pointers */
732     link_player_skills (pl);
733     }
734    
735     void
736     get_party_password (object *op, partylist *party)
737     {
738     if (party == NULL)
739     {
740     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
741     return;
742 elmex 1.1 }
743 root 1.54
744 root 1.18 op->contr->write_buf[0] = '\0';
745 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
746 root 1.18 op->contr->party_to_join = party;
747 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
748 elmex 1.1 }
749    
750     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
751 root 1.54 static int
752 root 1.18 roll_stat (void)
753     {
754     int a[4], i, j, k;
755    
756     for (i = 0; i < 4; i++)
757     a[i] = (int) RANDOM () % 6 + 1;
758    
759     for (i = 0, j = 0, k = 7; i < 4; i++)
760     if (a[i] < k)
761     k = a[i], j = i;
762    
763     for (i = 0, k = 0; i < 4; i++)
764 root 1.54 if (i != j)
765     k += a[i];
766    
767 root 1.18 return k;
768     }
769    
770     void
771 root 1.54 object::roll_stats ()
772 root 1.18 {
773 root 1.54 int statsort [7];
774 root 1.18
775 root 1.54 for (;;)
776 root 1.18 {
777 root 1.54 int sum = 0;
778     for (int i = 7; i--; )
779     sum += statsort [i] = roll_stat ();
780    
781     if (sum >= 82 && sum <= 116)
782     break;
783 root 1.18 }
784    
785 root 1.54 // Sort the stats so that rerolling is easier...
786     std::sort (statsort, statsort + 7, std::greater<int>());
787 root 1.18
788 root 1.54 stats.Str = statsort[0];
789     stats.Dex = statsort[1];
790     stats.Con = statsort[2];
791     stats.Int = statsort[3];
792     stats.Wis = statsort[4];
793     stats.Pow = statsort[5];
794     stats.Cha = statsort[6];
795 root 1.18
796 root 1.54 stats.exp = 0;
797     stats.ac = 0;
798 root 1.18
799 root 1.54 stats.hp = stats.maxhp;
800     stats.sp = stats.maxsp;
801     stats.grace = stats.maxgrace;
802 root 1.18
803 root 1.54 if (contr)
804     {
805     contr->levhp[1] = 9;
806     contr->levsp[1] = 6;
807     contr->levgrace[1] = 3;
808 root 1.18
809 root 1.54 contr->orig_stats = stats;
810     }
811 root 1.18 }
812    
813     void
814 root 1.54 object::swap_stats (int a, int b)
815 root 1.18 {
816 root 1.54 int tmp = get_attr_value (&contr->orig_stats, a);
817     set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818     set_attr_value (&contr->orig_stats, b, tmp);
819 elmex 1.1
820 root 1.54 stats.Str = contr->orig_stats.Str;
821     stats.Dex = contr->orig_stats.Dex;
822     stats.Con = contr->orig_stats.Con;
823     stats.Int = contr->orig_stats.Int;
824     stats.Wis = contr->orig_stats.Wis;
825     stats.Pow = contr->orig_stats.Pow;
826     stats.Cha = contr->orig_stats.Cha;
827 elmex 1.1
828 root 1.54 //TODO: the following code looks so borked and should, at the very least,
829     // be merged with the similar code in roll_stats
830     stats.ac = 0;
831 elmex 1.1
832 root 1.54 level = 1;
833     stats.exp = 0;
834     stats.ac = 0;
835 elmex 1.1
836 root 1.54 stats.hp = stats.maxhp;
837     stats.sp = stats.maxsp;
838     stats.grace = stats.maxgrace;
839 elmex 1.1
840 root 1.54 if (contr)
841 root 1.18 {
842 root 1.54 contr->levhp[1] = 9;
843     contr->levsp[1] = 6;
844     contr->levgrace[1] = 3;
845 root 1.18
846 root 1.54 contr->orig_stats = stats;
847 elmex 1.1 }
848     }
849    
850 root 1.73 static void
851     start_info (object *op)
852     {
853     char buf[MAX_BUF];
854    
855     sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
856     new_draw_info (NDI_UNIQUE, 0, op, buf);
857     //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
858     //new_draw_info (NDI_UNIQUE, 0, op, " ");
859     }
860    
861 elmex 1.1 /* This function takes the key that is passed, and does the
862     * appropriate action with it (change race, or other things).
863     * The function name is for historical reasons - now we have
864     * separate race and class; this actually changes the RACE,
865     * not the class.
866     */
867 root 1.18 int
868     key_change_class (object *op, char key)
869 elmex 1.1 {
870 root 1.18 int tmp_loop;
871 elmex 1.1
872 root 1.18 if (key == 'd' || key == 'D')
873     {
874     char buf[MAX_BUF];
875 elmex 1.1
876 root 1.18 /* this must before then initial items are given */
877     esrv_new_player (op->contr, op->weight + op->carrying);
878 elmex 1.36
879     treasurelist *tl = find_treasurelist ("starting_wealth");
880     if (tl)
881     create_treasure (tl, op, 0, 0, 0);
882 elmex 1.1
883 root 1.18 INVOKE_PLAYER (BIRTH, op->contr);
884     INVOKE_PLAYER (LOGIN, op->contr);
885 elmex 1.1
886 root 1.52 op->contr->ns->state = ST_PLAYING;
887 root 1.11
888 root 1.18 if (op->msg)
889     op->msg = NULL;
890 elmex 1.1
891 root 1.18 /* We create this now because some of the unique maps will need it
892     * to save here.
893     */
894     sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
895     make_path_to_file (buf);
896 elmex 1.1
897 root 1.18 start_info (op);
898     CLEAR_FLAG (op, FLAG_WIZ);
899     give_initial_items (op, op->randomitems);
900     link_player_skills (op);
901     esrv_send_inventory (op, op);
902 root 1.54 op->update_stats ();
903 elmex 1.1
904 root 1.18 /* This moves the player to a different start map, if there
905     * is one for this race
906     */
907     if (*first_map_ext_path)
908     {
909     object *tmp;
910     char mapname[MAX_BUF];
911    
912 root 1.77 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
913 root 1.33 tmp = object::create ();
914 root 1.18 EXIT_PATH (tmp) = mapname;
915 root 1.77 EXIT_X (tmp) = op->x;
916     EXIT_Y (tmp) = op->y;
917 root 1.74 op->enter_exit (tmp); /* we don't really care if it succeeded;
918 elmex 1.1 * if the map isn't there, then stay on the
919     * default initial map */
920 root 1.33 tmp->destroy ();
921 elmex 1.1 }
922 root 1.18 else
923 root 1.46 LOG (llevDebug, "first_map_ext_path not set\n");
924    
925 root 1.18 return 0;
926 elmex 1.1 }
927    
928 root 1.18 /* Following actually changes the race - this is the default command
929     * if we don't match with one of the options above.
930     */
931    
932     tmp_loop = 0;
933     while (!tmp_loop)
934     {
935     shstr name = op->name;
936     int x = op->x, y = op->y;
937    
938 root 1.54 op->remove_statbonus ();
939 root 1.32 op->remove ();
940 root 1.18 op->arch = get_player_archetype (op->arch);
941 root 1.33 op->arch->clone.copy_to (op);
942 root 1.18 op->instantiate ();
943     op->stats = op->contr->orig_stats;
944     op->name = op->name_pl = name;
945     op->x = x;
946     op->y = y;
947     SET_ANIMATION (op, 2); /* So player faces south */
948     insert_ob_in_map (op, op->map, op, 0);
949 root 1.21 assign (op->contr->title, op->arch->clone.name);
950 root 1.54 op->add_statbonus ();
951 root 1.18 tmp_loop = allowed_class (op);
952     }
953 root 1.19
954 root 1.18 update_object (op, UP_OBJ_FACE);
955     esrv_update_item (UPD_FACE, op, op);
956 root 1.54 op->update_stats ();
957 root 1.18 op->stats.hp = op->stats.maxhp;
958     op->stats.sp = op->stats.maxsp;
959     op->stats.grace = 0;
960 root 1.21
961 root 1.18 if (op->msg)
962     new_draw_info (NDI_BLUE, 0, op, op->msg);
963 root 1.21
964 root 1.52 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 root 1.18 return 0;
966 elmex 1.1 }
967    
968 root 1.18 void
969     flee_player (object *op)
970     {
971     int dir, diff;
972     rv_vector rv;
973    
974     if (op->stats.hp < 0)
975     {
976     LOG (llevDebug, "Fleeing player is dead.\n");
977     CLEAR_FLAG (op, FLAG_SCARED);
978     return;
979 elmex 1.1 }
980    
981 root 1.18 if (op->enemy == NULL)
982     {
983     LOG (llevDebug, "Fleeing player had no enemy.\n");
984     CLEAR_FLAG (op, FLAG_SCARED);
985     return;
986 elmex 1.1 }
987    
988 root 1.18 /* Seen some crashes here. Since we don't store an
989     * op->enemy_count, it is possible that something destroys the
990     * actual enemy, and the object is recycled.
991     */
992     if (op->enemy->map == NULL)
993     {
994     CLEAR_FLAG (op, FLAG_SCARED);
995     op->enemy = NULL;
996     return;
997 elmex 1.1 }
998    
999 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000     {
1001     op->enemy = NULL;
1002     CLEAR_FLAG (op, FLAG_SCARED);
1003     return;
1004 elmex 1.1 }
1005 root 1.49
1006 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
1007    
1008     dir = absdir (4 + rv.direction);
1009     for (diff = 0; diff < 3; diff++)
1010     {
1011     int m = 1 - (RANDOM () & 2);
1012 elmex 1.1
1013 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 root 1.49 return;
1015 elmex 1.1 }
1016 root 1.49
1017 root 1.18 /* Cornered, get rid of scared */
1018     CLEAR_FLAG (op, FLAG_SCARED);
1019     op->enemy = NULL;
1020 elmex 1.1 }
1021    
1022    
1023     /* check_pick sees if there is stuff to be picked up/picks up stuff.
1024     * IT returns 1 if the player should keep on moving, 0 if he should
1025     * stop.
1026     */
1027 root 1.18 int
1028     check_pick (object *op)
1029     {
1030 elmex 1.1 object *tmp, *next;
1031     int stop = 0;
1032     int j, k, wvratio;
1033     char putstring[128], tmpstr[16];
1034    
1035     /* if you're flying, you cna't pick up anything */
1036     if (op->move_type & MOVE_FLYING)
1037     return 1;
1038    
1039     next = op->below;
1040    
1041     /* loop while there are items on the floor that are not marked as
1042     * destroyed */
1043 root 1.24 while (next && !next->destroyed ())
1044 root 1.18 {
1045     tmp = next;
1046     next = tmp->below;
1047 elmex 1.1
1048 root 1.24 if (op->destroyed ())
1049 elmex 1.1 return 0;
1050    
1051 root 1.18 if (!can_pick (op, tmp))
1052     continue;
1053 elmex 1.1
1054 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055     {
1056     if (item_matched_string (op, tmp, op->contr->search_str))
1057     pick_up (op, tmp);
1058     continue;
1059 root 1.11 }
1060    
1061 root 1.18 /* high not bit set? We're using the old autopickup model */
1062     if (!(op->contr->mode & PU_NEWMODE))
1063 root 1.11 {
1064 root 1.18 switch (op->contr->mode)
1065 root 1.11 {
1066 root 1.20 case 0:
1067     return 1; /* don't pick up */
1068     case 1:
1069     pick_up (op, tmp);
1070     return 1;
1071     case 2:
1072     pick_up (op, tmp);
1073     return 0;
1074     case 3:
1075     return 0; /* stop before pickup */
1076     case 4:
1077     pick_up (op, tmp);
1078     break;
1079     case 5:
1080     pick_up (op, tmp);
1081     stop = 1;
1082     break;
1083     case 6:
1084     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 root 1.18 pick_up (op, tmp);
1086 root 1.20 break;
1087    
1088     case 7:
1089     if (tmp->type == MONEY || tmp->type == GEM)
1090 root 1.18 pick_up (op, tmp);
1091 root 1.20 break;
1092    
1093     default:
1094     /* use value density */
1095     if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096     && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 root 1.18 pick_up (op, tmp);
1098 root 1.11 }
1099     }
1100 root 1.18 else
1101     { /* old model */
1102     /* NEW pickup handling */
1103     if (op->contr->mode & PU_DEBUG)
1104     {
1105     /* some debugging code to figure out item information */
1106     if (tmp->name != NULL)
1107     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109     else
1110     sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111     &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112    
1113     new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 root 1.58 }
1115 elmex 1.1
1116 root 1.18 /* philosophy:
1117     * It's easy to grab an item type from a pile, as long as it's
1118     * generic. This takes no game-time. For more detailed pickups
1119 root 1.58 * and selections, select-items should be used. This is a
1120 root 1.18 * grab-as-you-run type mode that's really useful for arrows for
1121     * example.
1122     * The drawback: right now it has no frontend, so you need to
1123     * stick the bits you want into a calculator in hex mode and then
1124     * convert to decimal and then 'pickup <#>
1125     */
1126    
1127     /* the first two modes are exclusive: if NOTHING we return, if
1128     * STOP then we stop. All the rest are applied sequentially,
1129     * meaning if any test passes, the item gets picked up. */
1130    
1131     /* if mode is set to pick nothing up, return */
1132    
1133     if (op->contr->mode & PU_NOTHING)
1134     return 1;
1135    
1136     /* if mode is set to stop when encountering objects, return */
1137     /* take STOP before INHIBIT since it doesn't actually pick
1138     * anything up */
1139    
1140     if (op->contr->mode & PU_STOP)
1141     return 0;
1142    
1143     /* useful for going into stores and not losing your settings... */
1144     /* and for battles wher you don't want to get loaded down while
1145     * fighting */
1146     if (op->contr->mode & PU_INHIBIT)
1147     return 1;
1148    
1149     /* prevent us from turning into auto-thieves :) */
1150     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151     continue;
1152    
1153     /* ignore known cursed objects */
1154     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155     continue;
1156    
1157     /* all food and drink if desired */
1158     /* question: don't pick up known-poisonous stuff? */
1159     if (op->contr->mode & PU_FOOD)
1160     if (tmp->type == FOOD)
1161     {
1162     pick_up (op, tmp);
1163     continue;
1164     }
1165 root 1.29
1166 root 1.18 if (op->contr->mode & PU_DRINK)
1167     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168     {
1169     pick_up (op, tmp);
1170     continue;
1171     }
1172    
1173     if (op->contr->mode & PU_POTION)
1174     if (tmp->type == POTION)
1175     {
1176     pick_up (op, tmp);
1177     continue;
1178     }
1179    
1180     /* spellbooks, skillscrolls and normal books/scrolls */
1181     if (op->contr->mode & PU_SPELLBOOK)
1182     if (tmp->type == SPELLBOOK)
1183     {
1184     pick_up (op, tmp);
1185     continue;
1186     }
1187 root 1.29
1188 root 1.18 if (op->contr->mode & PU_SKILLSCROLL)
1189     if (tmp->type == SKILLSCROLL)
1190     {
1191     pick_up (op, tmp);
1192     continue;
1193     }
1194 root 1.29
1195 root 1.18 if (op->contr->mode & PU_READABLES)
1196     if (tmp->type == BOOK || tmp->type == SCROLL)
1197     {
1198     pick_up (op, tmp);
1199     continue;
1200     }
1201    
1202     /* wands/staves/rods/horns */
1203     if (op->contr->mode & PU_MAGIC_DEVICE)
1204     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205     {
1206     pick_up (op, tmp);
1207     continue;
1208     }
1209    
1210     /* pick up all magical items */
1211     if (op->contr->mode & PU_MAGICAL)
1212     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213     {
1214     pick_up (op, tmp);
1215     continue;
1216     }
1217    
1218     if (op->contr->mode & PU_VALUABLES)
1219     {
1220     if (tmp->type == MONEY || tmp->type == GEM)
1221     {
1222     pick_up (op, tmp);
1223     continue;
1224     }
1225     }
1226    
1227     /* rings & amulets - talismans seems to be typed AMULET */
1228     if (op->contr->mode & PU_JEWELS)
1229     if (tmp->type == RING || tmp->type == AMULET)
1230     {
1231     pick_up (op, tmp);
1232 root 1.29 continue;
1233     }
1234    
1235     /* we don't forget dragon food */
1236     if (op->contr->mode & PU_FLESH)
1237     if (tmp->type == FLESH)
1238     {
1239     pick_up (op, tmp);
1240 root 1.18 continue;
1241     }
1242    
1243     /* bows and arrows. Bows are good for selling! */
1244     if (op->contr->mode & PU_BOW)
1245     if (tmp->type == BOW)
1246     {
1247     pick_up (op, tmp);
1248     continue;
1249     }
1250 root 1.29
1251 root 1.18 if (op->contr->mode & PU_ARROW)
1252     if (tmp->type == ARROW)
1253     {
1254     pick_up (op, tmp);
1255     continue;
1256     }
1257    
1258     /* all kinds of armor etc. */
1259     if (op->contr->mode & PU_ARMOUR)
1260     if (tmp->type == ARMOUR)
1261     {
1262     pick_up (op, tmp);
1263     continue;
1264     }
1265 root 1.29
1266 root 1.18 if (op->contr->mode & PU_HELMET)
1267     if (tmp->type == HELMET)
1268     {
1269     pick_up (op, tmp);
1270     continue;
1271     }
1272 root 1.29
1273 root 1.18 if (op->contr->mode & PU_SHIELD)
1274     if (tmp->type == SHIELD)
1275     {
1276     pick_up (op, tmp);
1277     continue;
1278     }
1279 root 1.29
1280 root 1.18 if (op->contr->mode & PU_BOOTS)
1281     if (tmp->type == BOOTS)
1282     {
1283     pick_up (op, tmp);
1284     continue;
1285     }
1286 root 1.29
1287 root 1.18 if (op->contr->mode & PU_GLOVES)
1288     if (tmp->type == GLOVES)
1289     {
1290     pick_up (op, tmp);
1291     continue;
1292     }
1293 root 1.29
1294 root 1.18 if (op->contr->mode & PU_CLOAK)
1295     if (tmp->type == CLOAK)
1296     {
1297     pick_up (op, tmp);
1298     continue;
1299     }
1300 elmex 1.1
1301 root 1.18 /* hoping to catch throwing daggers here */
1302     if (op->contr->mode & PU_MISSILEWEAPON)
1303     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304     {
1305     pick_up (op, tmp);
1306     continue;
1307     }
1308 elmex 1.1
1309 root 1.18 /* careful: chairs and tables are weapons! */
1310     if (op->contr->mode & PU_ALLWEAPON)
1311     {
1312     if (tmp->type == WEAPON && tmp->name != NULL)
1313     {
1314     if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315     strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316     {
1317     pick_up (op, tmp);
1318     continue;
1319     }
1320     }
1321 root 1.29
1322 root 1.18 if (tmp->type == WEAPON && tmp->name == NULL)
1323     {
1324     if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325     {
1326     pick_up (op, tmp);
1327     continue;
1328     }
1329     }
1330     }
1331 elmex 1.1
1332 root 1.18 /* misc stuff that's useful */
1333     if (op->contr->mode & PU_KEY)
1334     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335     {
1336     pick_up (op, tmp);
1337     continue;
1338     }
1339 elmex 1.1
1340 root 1.18 /* any of the last 4 bits set means we use the ratio for value
1341     * pickups */
1342     if (op->contr->mode & PU_RATIO)
1343     {
1344     /* use value density to decide what else to grab */
1345     /* >=7 was >= op->contr->mode */
1346     /* >=7 is the old standard setting. Now we take the last 4 bits
1347     * and multiply them by 5, giving 0..15*5== 5..75 */
1348     wvratio = (op->contr->mode & PU_RATIO) * 5;
1349     if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350     {
1351     pick_up (op, tmp);
1352 elmex 1.1 #if 0
1353 root 1.18 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354     if (tmp->name != NULL)
1355     {
1356     fprintf (stderr, "%s", tmp->name);
1357     }
1358     else
1359     fprintf (stderr, "%s", tmp->arch->name);
1360     fprintf (stderr, ",%d] = ", tmp->type);
1361     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362 elmex 1.1 #endif
1363 root 1.18 continue;
1364     }
1365     }
1366     } /* the new pickup model */
1367     }
1368 root 1.29
1369 root 1.18 return !stop;
1370 elmex 1.1 }
1371    
1372     /*
1373     * Find an arrow in the inventory and after that
1374     * in the right type container (quiver). Pointer to the
1375     * found object is returned.
1376     */
1377 root 1.18 object *
1378     find_arrow (object *op, const char *type)
1379 elmex 1.1 {
1380 root 1.18 object *tmp = NULL;
1381 elmex 1.1
1382 root 1.18 for (op = op->inv; op; op = op->below)
1383     if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384     tmp = find_arrow (op, type);
1385     else if (op->type == ARROW && op->race == type)
1386     return op;
1387     return tmp;
1388 elmex 1.1 }
1389    
1390     /*
1391     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392     * against the target. A full test is not performed, simply a basic test
1393     * of resistances. The archer is making a quick guess at what he sees down
1394     * the hall. Failing that it does it's best to pick the highest plus arrow.
1395     */
1396    
1397 root 1.18 object *
1398     find_better_arrow (object *op, object *target, const char *type, int *better)
1399 elmex 1.1 {
1400 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1401     int attacknum, attacktype, betterby = 0, i;
1402 elmex 1.1
1403 root 1.18 if (!type)
1404     return NULL;
1405 elmex 1.1
1406 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1407     {
1408     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409     {
1410     i = 0;
1411     ntmp = find_better_arrow (arrow, target, type, &i);
1412     if (i > betterby)
1413     {
1414     tmp = ntmp;
1415     betterby = i;
1416     }
1417     }
1418     else if (arrow->type == ARROW && arrow->race == type)
1419     {
1420     /* allways prefer assasination/slaying */
1421     if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1422     {
1423     if (arrow->attacktype & AT_DEATH)
1424     {
1425     *better = 100;
1426     return arrow;
1427     }
1428     else
1429     {
1430     tmp = arrow;
1431     betterby = (arrow->magic + arrow->stats.dam) * 2;
1432     }
1433     }
1434     else
1435     {
1436     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437     {
1438     attacktype = 1 << attacknum;
1439     if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441     {
1442     tmp = arrow;
1443     betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444     }
1445 root 1.11 }
1446 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447     {
1448     tmp = arrow;
1449     betterby = 2 + arrow->magic + arrow->stats.dam;
1450 root 1.11 }
1451 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452     {
1453     tmp = arrow;
1454     betterby = 1 + arrow->magic + arrow->stats.dam;
1455 root 1.11 }
1456     }
1457     }
1458 elmex 1.1 }
1459 root 1.18 if (tmp == NULL && arrow == NULL)
1460     return find_arrow (op, type);
1461 elmex 1.1
1462 root 1.18 *better = betterby;
1463     return tmp;
1464 elmex 1.1 }
1465    
1466     /* looks in a given direction, finds the first valid target, and calls
1467     * find_better_arrow to find a decent arrow to use.
1468     * op = the shooter
1469     * type = bow->race
1470     * dir = fire direction
1471     */
1472    
1473 root 1.18 object *
1474     pick_arrow_target (object *op, const char *type, int dir)
1475 elmex 1.1 {
1476 root 1.18 object *tmp = NULL;
1477 root 1.25 maptile *m;
1478 root 1.18 int i, mflags, found, number;
1479     sint16 x, y;
1480    
1481     if (op->map == NULL)
1482     return find_arrow (op, type);
1483    
1484     /* do a dex check */
1485     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1486     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1487     return find_arrow (op, type);
1488    
1489     m = op->map;
1490     x = op->x;
1491     y = op->y;
1492    
1493     /* find the first target */
1494     for (i = 0, found = 0; i < 20; i++)
1495     {
1496     x += freearr_x[dir];
1497     y += freearr_y[dir];
1498     mflags = get_map_flags (m, &m, x, y, &x, &y);
1499     if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500     {
1501     tmp = NULL;
1502     break;
1503     }
1504     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505     {
1506     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1507     * perhaps a bad assumption.
1508     */
1509     tmp = NULL;
1510     break;
1511 root 1.11 }
1512 root 1.18 if (mflags & P_IS_ALIVE)
1513     {
1514     for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1515     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1516     {
1517     found++;
1518 root 1.11 break;
1519 root 1.18 }
1520     if (found)
1521     break;
1522 root 1.11 }
1523 elmex 1.1 }
1524 root 1.18 if (tmp == NULL)
1525     return find_arrow (op, type);
1526 elmex 1.1
1527 root 1.18 if (tmp->head)
1528     tmp = tmp->head;
1529 elmex 1.1
1530 root 1.18 return find_better_arrow (op, tmp, type, &i);
1531 elmex 1.1 }
1532    
1533     /*
1534     * Creature fires a bow - op can be monster or player. Returns
1535     * 1 if bow was actually fired, 0 otherwise.
1536     * op is the object firing the bow.
1537     * part is for multipart creatures - the part firing the bow.
1538     * dir is the direction of fire.
1539     * wc_mod is any special modifier to give (used in special player fire modes)
1540     * sx, sy are coordinates to fire arrow from - also used in some of the special
1541     * player fire modes.
1542     */
1543 root 1.18 int
1544     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545 elmex 1.1 {
1546 root 1.18 object *left, *bow;
1547     int bowspeed, mflags;
1548 root 1.25 maptile *m;
1549 elmex 1.1
1550 root 1.18 if (!dir)
1551     {
1552     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553     return 0;
1554 elmex 1.1 }
1555 root 1.48
1556 root 1.18 if (op->type == PLAYER)
1557     bow = op->contr->ranges[range_bow];
1558     else
1559     {
1560     for (bow = op->inv; bow; bow = bow->below)
1561     /* Don't check for applied - monsters don't apply bows - in that way, they
1562     * don't need to switch back and forth between bows and weapons.
1563     */
1564     if (bow->type == BOW)
1565     break;
1566 root 1.11
1567 root 1.18 if (!bow)
1568     {
1569     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570     return 0;
1571 root 1.11 }
1572 elmex 1.1 }
1573 root 1.48
1574 root 1.18 if (!bow->race || !bow->skill)
1575     {
1576     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577     return 0;
1578 elmex 1.1 }
1579    
1580 root 1.18 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581 elmex 1.1
1582 root 1.18 /* penalize ROF for bestarrow */
1583     if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584     bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585 root 1.48
1586 root 1.18 if (bowspeed < 1)
1587     bowspeed = 1;
1588    
1589     if (arrow == NULL)
1590     {
1591     if ((arrow = find_arrow (op, bow->race)) == NULL)
1592     {
1593     if (op->type == PLAYER)
1594     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596     else
1597     CLEAR_FLAG (op, FLAG_READY_BOW);
1598     return 0;
1599 root 1.11 }
1600 elmex 1.1 }
1601 root 1.48
1602 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1603     if (mflags & P_OUT_OF_MAP)
1604 root 1.48 return 0;
1605    
1606 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1607     {
1608     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1609     return 0;
1610     }
1611    
1612     /* this should not happen, but sometimes does */
1613     if (arrow->nrof == 0)
1614     {
1615 root 1.33 arrow->destroy ();
1616 root 1.18 return 0;
1617     }
1618    
1619     left = arrow; /* these are arrows left to the player */
1620     arrow = get_split_ob (arrow, 1);
1621 root 1.48 if (!arrow)
1622 root 1.18 {
1623     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1624     return 0;
1625 elmex 1.1 }
1626 root 1.48
1627 root 1.34 arrow->set_owner (op);
1628 root 1.18 arrow->skill = bow->skill;
1629     arrow->direction = dir;
1630    
1631     if (op->type == PLAYER)
1632     {
1633     op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 root 1.54 op->update_stats ();
1635 elmex 1.1 }
1636    
1637 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1638     arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639     arrow->stats.hp = arrow->stats.dam;
1640     arrow->stats.grace = arrow->attacktype;
1641     if (arrow->slaying != NULL)
1642 root 1.40 arrow->spellarg = strdup (arrow->slaying);
1643 root 1.18
1644     /* Note that this was different for monsters - they got their level
1645     * added to the damage. I think the strength bonus is more proper.
1646     */
1647    
1648     arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649    
1650     /* update the speed */
1651     arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652     0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653    
1654 root 1.67 arrow->set_speed (max (arrow->speed, 1.0));
1655 root 1.18 arrow->speed_left = 0;
1656    
1657     if (op->type == PLAYER)
1658     {
1659     arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660     (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661     dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662    
1663     arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 elmex 1.1 }
1665 root 1.18 else
1666     {
1667     arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668     arrow->level = op->level;
1669 elmex 1.1 }
1670 root 1.24
1671 root 1.18 if (arrow->attacktype == AT_PHYSICAL)
1672     arrow->attacktype |= bow->attacktype;
1673 root 1.24
1674 root 1.48 if (bow->slaying)
1675 root 1.18 arrow->slaying = bow->slaying;
1676    
1677     arrow->move_type = MOVE_FLY_LOW;
1678     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679    
1680     play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1681 root 1.70 m->insert (arrow, sx, sy, op);
1682 root 1.18
1683 root 1.24 if (!arrow->destroyed ())
1684 root 1.18 move_arrow (arrow);
1685 elmex 1.1
1686 root 1.18 if (op->type == PLAYER)
1687     {
1688 root 1.24 if (left->destroyed ())
1689     esrv_del_item (op->contr, left->count);
1690 root 1.18 else
1691     esrv_send_item (op, left);
1692 elmex 1.1 }
1693 root 1.24
1694 root 1.18 return 1;
1695 elmex 1.1 }
1696    
1697     /* Special fire code for players - this takes into
1698     * account the special fire modes players can have
1699     * but monsters can't. Putting that code here
1700     * makes the fire_bow code much cleaner.
1701     * this function should only be called if 'op' is a player,
1702     * hence the function name.
1703     */
1704 root 1.18 int
1705     player_fire_bow (object *op, int dir)
1706 elmex 1.1 {
1707 root 1.18 int ret = 0, wcmod = 0;
1708    
1709     if (op->contr->bowtype == bow_bestarrow)
1710     {
1711     ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1712     }
1713     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714     {
1715     if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716     wcmod = -1;
1717 root 1.74
1718 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1719     }
1720     else if (op->contr->bowtype == bow_threewide)
1721     {
1722     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1723     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1724     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725     }
1726     else if (op->contr->bowtype == bow_spreadshot)
1727     {
1728     ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729     ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731 elmex 1.1
1732     }
1733 root 1.18 else
1734     {
1735     /* Simple case */
1736     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737     }
1738     return ret;
1739 elmex 1.1 }
1740    
1741    
1742     /* Fires a misc (wand/rod/horn) object in 'dir'.
1743     * Broken apart from 'fire' to keep it more readable.
1744     */
1745 root 1.18 void
1746     fire_misc_object (object *op, int dir)
1747 elmex 1.1 {
1748 root 1.18 object *item;
1749 elmex 1.1
1750 root 1.18 if (!op->contr->ranges[range_misc])
1751     {
1752     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753     return;
1754 elmex 1.1 }
1755    
1756 root 1.18 item = op->contr->ranges[range_misc];
1757     if (!item->inv)
1758     {
1759     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760     return;
1761 elmex 1.1 }
1762 root 1.18 if (item->type == WAND)
1763     {
1764     if (item->stats.food <= 0)
1765     {
1766     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1767     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1768     return;
1769 root 1.11 }
1770 root 1.18 }
1771     else if (item->type == ROD || item->type == HORN)
1772     {
1773     if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774     {
1775     play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776     if (item->type == ROD)
1777     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778     else
1779     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1780     return;
1781 root 1.11 }
1782 elmex 1.1 }
1783    
1784 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1785     {
1786     SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1787     if (item->type == WAND)
1788     {
1789     if (!(--item->stats.food))
1790     {
1791     object *tmp;
1792    
1793     if (item->arch)
1794     {
1795     CLEAR_FLAG (item, FLAG_ANIMATE);
1796     item->face = item->arch->clone.face;
1797 root 1.67 item->set_speed (0);
1798 root 1.11 }
1799 root 1.67
1800 root 1.49 if ((tmp = item->in_player ()))
1801 root 1.18 esrv_update_item (UPD_ANIM, tmp, item);
1802 root 1.11 }
1803     }
1804 root 1.18 else if (item->type == ROD || item->type == HORN)
1805 root 1.67 drain_rod_charge (item);
1806 elmex 1.1 }
1807     }
1808    
1809     /* Received a fire command for the player - go and do it.
1810     */
1811 root 1.18 void
1812     fire (object *op, int dir)
1813     {
1814     int spellcost = 0;
1815 elmex 1.1
1816 root 1.18 /* check for loss of invisiblity/hide */
1817     if (action_makes_visible (op))
1818     make_visible (op);
1819 elmex 1.1
1820 root 1.18 switch (op->contr->shoottype)
1821     {
1822 root 1.20 case range_none:
1823     return;
1824 elmex 1.1
1825 root 1.20 case range_bow:
1826     player_fire_bow (op, dir);
1827     return;
1828 elmex 1.1
1829 root 1.20 case range_magic: /* Casting spells */
1830     spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1831     return;
1832 elmex 1.1
1833 root 1.20 case range_misc:
1834     fire_misc_object (op, dir);
1835     return;
1836 root 1.11
1837 root 1.20 case range_golem: /* Control summoned monsters from scrolls */
1838 root 1.30 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 root 1.20 {
1840 root 1.30 op->contr->ranges[range_golem] = 0;
1841 root 1.20 op->contr->shoottype = range_none;
1842     }
1843     else
1844     control_golem (op->contr->ranges[range_golem], dir);
1845     return;
1846 root 1.11
1847 root 1.20 case range_skill:
1848     if (!op->chosen_skill)
1849     {
1850     if (op->type == PLAYER)
1851     new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852     return;
1853     }
1854 root 1.92
1855     do_skill (op, op, op->chosen_skill, dir, NULL);
1856 root 1.20 return;
1857     case range_builder:
1858     apply_map_builder (op, dir);
1859     return;
1860     default:
1861     new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862     return;
1863 elmex 1.1 }
1864     }
1865    
1866    
1867    
1868     /* find_key
1869     * We try to find a key for the door as passed. If we find a key
1870     * and successfully use it, we return the key, otherwise NULL
1871     * This function merges both normal and locked door, since the logic
1872     * for both is the same - just the specific key is different.
1873     * pl is the player,
1874     * inv is the objects inventory to searched
1875     * door is the door we are trying to match against.
1876     * This function can be called recursively to search containers.
1877     */
1878    
1879 root 1.18 object *
1880     find_key (object *pl, object *container, object *door)
1881 elmex 1.1 {
1882 root 1.18 object *tmp, *key;
1883 elmex 1.1
1884 root 1.18 /* Should not happen, but sanity checking is never bad */
1885     if (container->inv == NULL)
1886     return NULL;
1887 elmex 1.1
1888 root 1.18 /* First, lets try to find a key in the top level inventory */
1889     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1890     {
1891     if (door->type == DOOR && tmp->type == KEY)
1892     break;
1893     /* For sanity, we should really check door type, but other stuff
1894     * (like containers) can be locked with special keys
1895     */
1896     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897     break;
1898     }
1899     /* No key found - lets search inventories now */
1900     /* If we find and use a key in an inventory, return at that time.
1901     * otherwise, if we search all the inventories and still don't find
1902     * a key, return
1903     */
1904     if (!tmp)
1905     {
1906     for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1907     {
1908     /* No reason to search empty containers */
1909     if (tmp->type == CONTAINER && tmp->inv)
1910     {
1911     if ((key = find_key (pl, tmp, door)) != NULL)
1912     return key;
1913     }
1914     }
1915     if (!tmp)
1916     return NULL;
1917 elmex 1.1 }
1918 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1919     * see if we actually want to use it
1920     */
1921     if (pl != container)
1922     {
1923     /* Only let players use keys in containers */
1924     if (!pl->contr)
1925     return NULL;
1926     /* cases where this fails:
1927     * If we only search the player inventory, return now since we
1928     * are not in the players inventory.
1929     * If the container is not active, return now since only active
1930     * containers can be used.
1931     * If we only search keyrings and the container does not have
1932     * a race/isn't a keyring.
1933     * No checking for all containers - to fall through past here,
1934     * inv must have been an container and must have been active.
1935     *
1936     * Change the color so that the message doesn't disappear with
1937     * all the others.
1938     */
1939     if (pl->contr->usekeys == key_inventory ||
1940     !QUERY_FLAG (container, FLAG_APPLIED) ||
1941     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1942     {
1943     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945     return NULL;
1946 root 1.11 }
1947 elmex 1.1 }
1948 root 1.18 return tmp;
1949 elmex 1.1 }
1950    
1951     /* moved door processing out of move_player_attack.
1952     * returns 1 if player has opened the door with a key
1953     * such that the caller should not do anything more,
1954     * 0 otherwise
1955     */
1956 root 1.18 static int
1957     player_attack_door (object *op, object *door)
1958 elmex 1.1 {
1959 root 1.18 /* If its a door, try to find a use a key. If we do destroy the door,
1960     * might as well return immediately as there is nothing more to do -
1961     * otherwise, we fall through to the rest of the code.
1962     */
1963     object *key = find_key (op, op, door);
1964    
1965     /* IF we found a key, do some extra work */
1966     if (key)
1967     {
1968     object *container = key->env;
1969    
1970     play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971     if (action_makes_visible (op))
1972     make_visible (op);
1973     if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974     spring_trap (door->inv, op);
1975     if (door->type == DOOR)
1976     {
1977     hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978     }
1979     else if (door->type == LOCKED_DOOR)
1980     {
1981     new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1982     remove_door2 (door); /* remove door without violence ;-) */
1983     }
1984     /* Do this after we print the message */
1985     decrease_ob (key); /* Use up one of the keys */
1986     /* Need to update the weight the container the key was in */
1987     if (container != op)
1988     esrv_update_item (UPD_WEIGHT, op, container);
1989     return 1; /* Nothing more to do below */
1990     }
1991     else if (door->type == LOCKED_DOOR)
1992     {
1993     /* Might as well return now - no other way to open this */
1994     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995     return 1;
1996 elmex 1.1 }
1997 root 1.18 return 0;
1998 elmex 1.1 }
1999    
2000     /* This function is just part of a breakup from move_player.
2001     * It should keep the code cleaner.
2002     * When this is called, the players direction has been updated
2003     * (taking into account confusion.) The player is also actually
2004     * going to try and move (not fire weapons).
2005     */
2006 root 1.18 void
2007     move_player_attack (object *op, int dir)
2008 elmex 1.1 {
2009 root 1.18 object *tmp, *mon;
2010     sint16 nx, ny;
2011     int on_battleground;
2012 root 1.25 maptile *m;
2013 root 1.18
2014     nx = freearr_x[dir] + op->x;
2015     ny = freearr_y[dir] + op->y;
2016    
2017 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
2018 root 1.18
2019     /* If braced, or can't move to the square, and it is not out of the
2020     * map, attack it. Note order of if statement is important - don't
2021     * want to be calling move_ob if braced, because move_ob will move the
2022     * player. This is a pretty nasty hack, because if we could
2023     * move to some space, it then means that if we are braced, we should
2024     * do nothing at all. As it is, if we are braced, we go through
2025     * quite a bit of processing. However, it probably is less than what
2026     * move_ob uses.
2027     */
2028     if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2029     {
2030     if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031     {
2032 root 1.85 m = op->map->xy_find (nx, ny);
2033 root 1.18 if (!m)
2034     return; /* Don't think this should happen */
2035     }
2036     else
2037     m = op->map;
2038    
2039 root 1.85 if (!(tmp = m->at (nx, ny).bot))
2040     return;
2041 root 1.11
2042 root 1.49 mon = 0;
2043 root 1.18 /* Go through all the objects, and find ones of interest. Only stop if
2044     * we find a monster - that is something we know we want to attack.
2045     * if its a door or barrel (can roll) see if there may be monsters
2046     * on the space
2047     */
2048 root 1.49 while (tmp)
2049 root 1.18 {
2050     if (tmp == op)
2051     {
2052     tmp = tmp->above;
2053     continue;
2054 root 1.11 }
2055 root 1.27
2056 root 1.18 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057     {
2058     mon = tmp;
2059     break;
2060 root 1.11 }
2061 root 1.27
2062 root 1.18 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063     mon = tmp;
2064 root 1.27
2065 root 1.18 tmp = tmp->above;
2066     }
2067    
2068 root 1.49 if (!mon) /* This happens anytime the player tries to move */
2069 root 1.18 return; /* into a wall */
2070    
2071 root 1.49 if (mon->head)
2072 root 1.18 mon = mon->head;
2073    
2074     if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075     if (player_attack_door (op, mon))
2076     return;
2077    
2078     /* The following deals with possibly attacking peaceful
2079     * or frienddly creatures. Basically, all players are considered
2080     * unaggressive. If the moving player has peaceful set, then the
2081     * object should be pushed instead of attacked. It is assumed that
2082     * if you are braced, you will not attack friends accidently,
2083     * and thus will not push them.
2084     */
2085 root 1.11
2086 root 1.18 /* If the creature is a pet, push it even if the player is not
2087     * peaceful. Our assumption is the creature is a pet if the
2088     * player owns it and it is either friendly or unagressive.
2089     */
2090     if ((op->type == PLAYER)
2091 elmex 1.1 #if COZY_SERVER
2092 root 1.18 &&
2093 root 1.34 ((mon->owner && mon->owner->contr
2094     && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2095 elmex 1.1 #else
2096 root 1.34 && mon->owner == op
2097 elmex 1.1 #endif
2098 root 1.18 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 root 1.11 {
2100 root 1.18 /* If we're braced, we don't want to switch places with it */
2101     if (op->contr->braced)
2102 root 1.11 return;
2103 root 1.85
2104 root 1.18 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105     (void) push_ob (mon, dir, op);
2106     if (op->contr->tmp_invis || op->hide)
2107     make_visible (op);
2108 root 1.85
2109 root 1.18 return;
2110 root 1.11 }
2111    
2112 root 1.18 /* in certain circumstances, you shouldn't attack friendly
2113     * creatures. Note that if you are braced, you can't push
2114     * someone, but put it inside this loop so that you won't
2115     * attack them either.
2116     */
2117     if ((mon->type == PLAYER || mon->enemy != op) &&
2118     (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2119 elmex 1.1 #ifdef PROHIBIT_PLAYERKILL
2120 root 1.49 (op->contr->peaceful
2121     || (mon->type == PLAYER
2122     && mon->contr->
2123     peaceful)) &&
2124 elmex 1.1 #else
2125 root 1.49 op->contr->peaceful &&
2126 elmex 1.1 #endif
2127 root 1.49 !on_battleground))
2128 root 1.18 {
2129     if (!op->contr->braced)
2130     {
2131     play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 root 1.85 push_ob (mon, dir, op);
2133 root 1.18 }
2134     else
2135 root 1.49 new_draw_info (0, 0, op, "You withhold your attack");
2136    
2137 root 1.18 if (op->contr->tmp_invis || op->hide)
2138     make_visible (op);
2139 root 1.11 }
2140 elmex 1.1
2141 root 1.18 /* If the object is a boulder or other rollable object, then
2142     * roll it if not braced. You can't roll it if you are braced.
2143     */
2144     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2145     {
2146     recursive_roll (mon, dir, op);
2147     if (action_makes_visible (op))
2148     make_visible (op);
2149 root 1.11 }
2150    
2151 root 1.18 /* Any generic living creature. Including things like doors.
2152     * Way it works is like this: First, it must have some hit points
2153     * and be living. Then, it must be one of the following:
2154     * 1) Not a player, 2) A player, but of a different party. Note
2155     * that party_number -1 is no party, so attacks can still happen.
2156     */
2157     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159     {
2160 elmex 1.1
2161 root 1.18 /* If the player hasn't hit something this tick, and does
2162     * so, give them speed boost based on weapon speed. Doing
2163     * it here is better than process_players2, which basically
2164     * incurred a 1 tick offset.
2165     */
2166     if (!op->contr->has_hit)
2167     {
2168     op->speed_left += op->speed / op->contr->weapon_sp;
2169 root 1.11
2170 root 1.18 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 root 1.11 }
2172    
2173 root 1.49 skill_attack (mon, op, 0, 0, 0);
2174 root 1.11
2175 root 1.18 /* If attacking another player, that player gets automatic
2176     * hitback, and doesn't loose luck either.
2177     * Disable hitback on the battleground or if the target is
2178     * the wiz.
2179     */
2180     if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181     {
2182     short luck = mon->stats.luck;
2183    
2184     mon->contr->has_hit = 1;
2185 root 1.49 skill_attack (op, mon, 0, 0, 0);
2186 root 1.18 mon->stats.luck = luck;
2187 root 1.11 }
2188 root 1.49
2189 root 1.18 if (action_makes_visible (op))
2190     make_visible (op);
2191 root 1.11 }
2192 root 1.18 } /* if player should attack something */
2193 elmex 1.1 }
2194    
2195 root 1.18 int
2196     move_player (object *op, int dir)
2197     {
2198     int pick;
2199 elmex 1.1
2200 root 1.84 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2201 root 1.18 return 0;
2202 elmex 1.1
2203 root 1.18 /* Sanity check: make sure dir is valid */
2204     if ((dir < 0) || (dir >= 9))
2205     {
2206     LOG (llevError, "move_player: invalid direction %d\n", dir);
2207     return 0;
2208 elmex 1.1 }
2209    
2210 root 1.84 /* peterm: added following line */
2211 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2213    
2214     op->facing = dir;
2215    
2216     if (op->hide)
2217     do_hidden_move (op);
2218    
2219     if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220     /*nop */ ;
2221     else if (op->contr->fire_on)
2222     fire (op, dir);
2223     else
2224     {
2225     move_player_attack (op, dir);
2226     pick = check_pick (op);
2227     }
2228 elmex 1.1
2229 root 1.18 /* Add special check for newcs players and fire on - this way, the
2230     * server can handle repeat firing.
2231     */
2232     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2233 root 1.49 op->direction = dir;
2234 root 1.18 else
2235 root 1.49 op->direction = 0;
2236    
2237 root 1.18 /* Update how the player looks. Use the facing, so direction may
2238     * get reset to zero. This allows for full animation capabilities
2239     * for players.
2240     */
2241     animate_object (op, op->facing);
2242     return 0;
2243 elmex 1.1 }
2244    
2245     /* This is similar to handle_player, below, but is only used by the
2246     * new client/server stuff.
2247     * This is sort of special, in that the new client/server actually uses
2248     * the new speed values for commands.
2249     *
2250     * Returns true if there are more actions we can do.
2251     */
2252 root 1.18 int
2253     handle_newcs_player (object *op)
2254 elmex 1.1 {
2255 root 1.18 if (op->contr->hidden)
2256     {
2257     op->invisible = 1000;
2258     /* the socket code flashes the player visible/invisible
2259     * depending on the value of invisible, so we need to
2260     * alternate it here for it to work correctly.
2261     */
2262     if (pticks & 2)
2263 root 1.11 op->invisible--;
2264 root 1.18 }
2265     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266     {
2267     op->invisible--;
2268     if (!op->invisible)
2269     {
2270     make_visible (op);
2271     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 root 1.11 }
2273 elmex 1.1 }
2274    
2275 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2276     {
2277     flee_player (op);
2278     /* If player is still scared, that is his action for this tick */
2279     if (QUERY_FLAG (op, FLAG_SCARED))
2280     {
2281     op->speed_left--;
2282     return 0;
2283 root 1.11 }
2284 elmex 1.1 }
2285    
2286 root 1.18 /* I've been seeing crashes where the golem has been destroyed, but
2287     * the player object still points to the defunct golem. The code that
2288     * destroys the golem looks correct, and it doesn't always happen, so
2289     * put this in a a workaround to clean up the golem pointer.
2290     */
2291 root 1.30 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292     op->contr->ranges[range_golem] = 0;
2293 root 1.18
2294     /* call this here - we also will call this in do_ericserver, but
2295     * the players time has been increased when doericserver has been
2296     * called, so we recheck it here.
2297     */
2298 root 1.83 if (op->contr->ns->handle_command ())
2299     return 1;
2300 root 1.47
2301 root 1.83 if (op->speed_left > 0)
2302     {
2303     if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304     {
2305     /* All move commands take 1 tick, at least for now */
2306     op->speed_left--;
2307 elmex 1.1
2308 root 1.83 /* Instead of all the stuff below, let move_player take care
2309     * of it. Also, some of the skill stuff is only put in
2310     * there, as well as the confusion stuff.
2311     */
2312     move_player (op, op->direction);
2313 elmex 1.1
2314 root 1.83 return op->speed_left > 0;
2315     }
2316 root 1.18 }
2317 root 1.41
2318 root 1.18 return 0;
2319     }
2320    
2321     int
2322     save_life (object *op)
2323     {
2324     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2325 elmex 1.1 return 0;
2326 root 1.18
2327 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2328 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329     {
2330     play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2331     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332 root 1.33
2333 root 1.18 if (op->contr)
2334     esrv_del_item (op->contr, tmp->count);
2335 root 1.33
2336     tmp->destroy ();
2337 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338 root 1.33
2339 root 1.18 if (op->stats.hp < 0)
2340     op->stats.hp = op->stats.maxhp;
2341 root 1.33
2342 root 1.18 if (op->stats.food < 0)
2343     op->stats.food = 999;
2344 root 1.33
2345 root 1.54 op->update_stats ();
2346 root 1.18 return 1;
2347     }
2348 root 1.41
2349 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350     CLEAR_FLAG (op, FLAG_LIFESAVE);
2351     enter_player_savebed (op); /* bring him home. */
2352     return 0;
2353 elmex 1.1 }
2354    
2355     /* This goes throws the inventory and removes unpaid objects, and puts them
2356     * back in the map (location and map determined by values of env). This
2357     * function will descend into containers. op is the object to start the search
2358     * from.
2359     */
2360 root 1.18 void
2361     remove_unpaid_objects (object *op, object *env)
2362 elmex 1.1 {
2363 root 1.18 object *next;
2364 elmex 1.1
2365 root 1.18 while (op)
2366     {
2367 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368    
2369 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2370     {
2371     if (env->type == PLAYER)
2372     esrv_del_item (env->contr, op->count);
2373 root 1.70
2374     op->insert_at (env);
2375 root 1.18 }
2376     else if (op->inv)
2377     remove_unpaid_objects (op->inv, env);
2378 root 1.41
2379 root 1.18 op = next;
2380 elmex 1.1 }
2381     }
2382    
2383     /*
2384     * Returns pointer a static string containing gravestone text
2385     * Moved from apply.c to player.c - player.c is what
2386     * actually uses this function. player.c may not be quite the
2387     * best, a misc file for object actions is probably better,
2388     * but there isn't one in the server directory.
2389     */
2390 root 1.18 char *
2391     gravestone_text (object *op)
2392 elmex 1.1 {
2393 root 1.18 static char buf2[MAX_BUF];
2394     char buf[MAX_BUF];
2395     time_t now = time (NULL);
2396    
2397     strcpy (buf2, " R.I.P.\n\n");
2398     if (op->type == PLAYER)
2399     sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400     else
2401     sprintf (buf, "%s\n", &op->name);
2402 root 1.41
2403 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2404     strcat (buf2, buf);
2405     if (op->type == PLAYER)
2406     sprintf (buf, "who was in level %d when killed\n", op->level);
2407     else
2408     sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409 root 1.41
2410 root 1.18 strncat (buf2, " ", 20 - strlen (buf) / 2);
2411     strcat (buf2, buf);
2412     if (op->type == PLAYER)
2413     {
2414     sprintf (buf, "by %s.\n\n", op->contr->killer);
2415     strncat (buf2, " ", 21 - strlen (buf) / 2);
2416     strcat (buf2, buf);
2417     }
2418 root 1.41
2419 root 1.18 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2420     strncat (buf2, " ", 20 - strlen (buf) / 2);
2421     strcat (buf2, buf);
2422 root 1.41
2423 root 1.18 return buf2;
2424 elmex 1.1 }
2425    
2426 root 1.18 void
2427     do_some_living (object *op)
2428     {
2429     int last_food = op->stats.food;
2430 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2431     int over_hp, over_sp, over_grace;
2432     int i;
2433     int rate_hp = 1200;
2434     int rate_sp = 2500;
2435     int rate_grace = 2000;
2436     const int max_hp = 1;
2437     const int max_sp = 1;
2438     const int max_grace = 1;
2439    
2440 pippijn 1.17 if (op->contr->outputs_sync)
2441 root 1.18 {
2442     for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2443 root 1.55 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2444 root 1.18 flush_output_element (op, &op->contr->outputs[i]);
2445     }
2446    
2447 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2448 root 1.18 {
2449     /* these next three if clauses make it possible to SLOW DOWN
2450     hp/grace/spellpoint regeneration. */
2451     if (op->contr->gen_hp >= 0)
2452     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2453     else
2454     {
2455     gen_hp = op->stats.maxhp;
2456     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2457     }
2458 root 1.55
2459 root 1.18 if (op->contr->gen_sp >= 0)
2460     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2461     else
2462     {
2463     gen_sp = op->stats.maxsp;
2464     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2465     }
2466 root 1.55
2467 root 1.18 if (op->contr->gen_grace >= 0)
2468     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2469     else
2470     {
2471     gen_grace = op->stats.maxgrace;
2472     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473     }
2474    
2475     /* Regenerate Spell Points */
2476     if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477     {
2478     gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2479     if (op->stats.sp < op->stats.maxsp)
2480     {
2481     op->stats.sp++;
2482     /* dms do not consume food */
2483     if (!QUERY_FLAG (op, FLAG_WIZ))
2484     {
2485     op->stats.food--;
2486     if (op->contr->digestion < 0)
2487     op->stats.food += op->contr->digestion;
2488     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2489     op->stats.food = last_food;
2490     }
2491     }
2492 root 1.55
2493 root 1.18 if (max_sp > 1)
2494     {
2495     over_sp = (gen_sp + 10) / rate_sp;
2496     if (over_sp > 0)
2497     {
2498     if (op->stats.sp < op->stats.maxsp)
2499     {
2500     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501 root 1.55
2502 root 1.18 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2503     op->stats.sp--;
2504 root 1.55
2505 root 1.18 if (op->stats.sp > op->stats.maxsp)
2506     op->stats.sp = op->stats.maxsp;
2507     }
2508     op->last_sp = 0;
2509     }
2510     else
2511 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 root 1.18 }
2513     else
2514 root 1.55 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 root 1.18 }
2516    
2517     /* Regenerate Grace */
2518     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519     if (--op->last_grace < 0)
2520     {
2521     if (op->stats.grace < op->stats.maxgrace / 2)
2522     op->stats.grace++; /* no penalty in food for regaining grace */
2523 root 1.55
2524 root 1.18 if (max_grace > 1)
2525     {
2526     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2527     if (over_grace > 0)
2528     {
2529     op->stats.sp += over_grace
2530     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2531     op->last_grace = 0;
2532     }
2533     else
2534     {
2535     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536     }
2537     }
2538     else
2539     {
2540     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541     }
2542     /* wearing stuff doesn't detract from grace generation. */
2543     }
2544    
2545     /* Regenerate Hit Points */
2546     if (--op->last_heal < 0)
2547     {
2548     if (op->stats.hp < op->stats.maxhp)
2549     {
2550     op->stats.hp++;
2551     /* dms do not consume food */
2552     if (!QUERY_FLAG (op, FLAG_WIZ))
2553     {
2554     op->stats.food--;
2555     if (op->contr->digestion < 0)
2556     op->stats.food += op->contr->digestion;
2557     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558     op->stats.food = last_food;
2559     }
2560     }
2561 root 1.55
2562 root 1.18 if (max_hp > 1)
2563     {
2564     over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565     if (over_hp > 0)
2566     {
2567     op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2568     op->last_heal = 0;
2569     }
2570     else
2571     {
2572     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573     }
2574     }
2575     else
2576     {
2577     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578     }
2579 root 1.11 }
2580 elmex 1.1
2581 root 1.18 /* Digestion */
2582     if (--op->last_eat < 0)
2583     {
2584     #ifdef COZY_SERVER
2585     int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2586     int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587     #else
2588     int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589     #endif
2590    
2591     if (op->contr->gen_hp > 0)
2592     op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2593     else
2594     op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595 root 1.55
2596 root 1.18 /* dms do not consume food */
2597     if (!QUERY_FLAG (op, FLAG_WIZ))
2598     op->stats.food--;
2599 root 1.11 }
2600 elmex 1.1
2601 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2602     {
2603     object *tmp, *flesh = 0;
2604 root 1.18
2605 root 1.55 for (tmp = op->inv; tmp; tmp = tmp->below)
2606 root 1.18 {
2607 root 1.55 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2608 root 1.18 {
2609 root 1.55 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610     {
2611     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2612     manual_apply (op, tmp, 0);
2613     if (op->stats.food >= 0 || op->stats.hp < 0)
2614     break;
2615     }
2616     else if (tmp->type == FLESH)
2617     flesh = tmp;
2618     } /* End if paid for object */
2619     } /* end of for loop */
2620    
2621     /* If player is still starving, it means they don't have any food, so
2622     * eat flesh instead.
2623     */
2624     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625     {
2626     new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2627     manual_apply (op, flesh, 0);
2628     }
2629 root 1.11 }
2630 elmex 1.1
2631 root 1.55 while (op->stats.food < 0 && op->stats.hp >= 0)
2632     op->stats.food++, op->stats.hp--;
2633 elmex 1.1
2634 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2635     kill_player (op);
2636     }
2637 elmex 1.1 }
2638    
2639     /* If the player should die (lack of hp, food, etc), we call this.
2640     * op is the player in jeopardy. If the player can not be saved (not
2641     * permadeath, no lifesave), this will take care of removing the player
2642     * file.
2643     */
2644 root 1.18 void
2645     kill_player (object *op)
2646 elmex 1.1 {
2647 root 1.18 char buf[MAX_BUF];
2648     int x, y;
2649    
2650     //int i;
2651 root 1.25 maptile *map; /* this is for resurrection */
2652 root 1.18
2653     /* int z;
2654     int num_stats_lose;
2655     int lost_a_stat;
2656     int lose_this_stat;
2657     int this_stat; */
2658     int will_kill_again;
2659     archetype *at;
2660     object *tmp;
2661    
2662     if (save_life (op))
2663     return;
2664    
2665    
2666     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2667     * in cities ONLY!!! It is very important that this doesn't get abused.
2668     * Look at op_on_battleground() for more info --AndreasV
2669     */
2670     if (op_on_battleground (op, &x, &y))
2671     {
2672     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2673     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2674    
2675     /* restore player */
2676 root 1.22 at = archetype::find ("poisoning");
2677 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2678 root 1.18 {
2679 root 1.33 tmp->destroy ();
2680 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2681     }
2682 elmex 1.1
2683 root 1.22 at = archetype::find ("confusion");
2684 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2685 root 1.18 {
2686 root 1.33 tmp->destroy ();
2687 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2688     }
2689    
2690     cure_disease (op, 0); /* remove any disease */
2691     op->stats.hp = op->stats.maxhp;
2692     if (op->stats.food <= 0)
2693     op->stats.food = 999;
2694 elmex 1.1
2695 root 1.18 /* create a bodypart-trophy to make the winner happy */
2696 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2697 root 1.18 {
2698     sprintf (buf, "%s's finger", &op->name);
2699     tmp->name = buf;
2700     sprintf (buf, " This finger has been cut off %s\n"
2701     " the %s, when he was defeated at\n level %d by %s.\n",
2702     &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703     tmp->msg = buf;
2704     tmp->value = 0, tmp->material = 0, tmp->type = 0;
2705     tmp->materialname = NULL;
2706 elmex 1.87 tmp->insert_at (op, tmp);
2707 root 1.18 }
2708 elmex 1.1
2709 root 1.18 /* teleport defeated player to new destination */
2710     transfer_ob (op, x, y, 0, NULL);
2711     op->contr->braced = 0;
2712     return;
2713 elmex 1.1 }
2714    
2715 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2716 root 1.3
2717 root 1.18 command_kill_pets (op, 0);
2718 elmex 1.1
2719 root 1.18 if (op->stats.food < 0)
2720     {
2721     sprintf (buf, "%s starved to death.", &op->name);
2722     strcpy (op->contr->killer, "starvation");
2723 elmex 1.1 }
2724 root 1.18 else
2725 root 1.89 sprintf (buf, "%s died.", &op->name);
2726 root 1.70
2727 root 1.18 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2728 elmex 1.1
2729 root 1.18 /* save the map location for corpse, gravestone */
2730 root 1.70 x = op->x;
2731     y = op->y;
2732 root 1.18 map = op->map;
2733 elmex 1.1
2734 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2735     * life if they are dead - it takes some exp and a random stat.
2736     * See the config.h file for a little more in depth detail about this.
2737     */
2738    
2739     /* Basically two ways to go - remove a stat permanently, or just
2740     * make it depletion. This bunch of code deals with that aspect
2741     * of death.
2742     */
2743     #ifndef COZY_SERVER
2744     if (settings.balanced_stat_loss)
2745 root 1.18 {
2746 root 1.54 /* If stat loss is permanent, lose one stat only. */
2747     /* Lower level chars don't lose as many stats because they suffer
2748     more if they do. */
2749     /* Higher level characters can afford things such as potions of
2750     restoration, or better, stat potions. So we slug them that
2751     little bit harder. */
2752     /* GD */
2753     if (settings.stat_loss_on_death)
2754     num_stats_lose = 1;
2755     else
2756     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757     }
2758     else
2759 root 1.70 num_stats_lose = 1;
2760    
2761 root 1.54 lost_a_stat = 0;
2762    
2763     for (z = 0; z < num_stats_lose; z++)
2764     {
2765     i = RANDOM () % NUM_STATS;
2766 root 1.11
2767 root 1.54 if (settings.stat_loss_on_death)
2768 root 1.18 {
2769 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2770     * what he lost.
2771     */
2772     change_attr_value (&(op->stats), i, -1);
2773     check_stat_bounds (&(op->stats));
2774     change_attr_value (&(op->contr->orig_stats), i, -1);
2775     check_stat_bounds (&(op->contr->orig_stats));
2776     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2777     lost_a_stat = 1;
2778 root 1.18 }
2779     else
2780     {
2781 root 1.54 /* deplete a stat */
2782     archetype *deparch = archetype::find ("depletion");
2783     object *dep;
2784 root 1.11
2785 root 1.54 dep = present_arch_in_ob (deparch, op);
2786     if (!dep)
2787 root 1.18 {
2788 root 1.54 dep = arch_to_object (deparch);
2789     insert_ob_in_ob (dep, op);
2790 root 1.18 }
2791 root 1.54 lose_this_stat = 1;
2792     if (settings.balanced_stat_loss)
2793 root 1.18 {
2794 root 1.54 /* GD */
2795     /* Get the stat that we're about to deplete. */
2796     this_stat = get_attr_value (&(dep->stats), i);
2797     if (this_stat < 0)
2798     {
2799     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2800     int keep_chance = this_stat * this_stat;
2801 root 1.18
2802 root 1.54 /* Yes, I am paranoid. Sue me. */
2803     if (keep_chance < 1)
2804     keep_chance = 1;
2805 root 1.18
2806 root 1.54 /* There is a maximum depletion total per level. */
2807     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2808     {
2809     lose_this_stat = 0;
2810     /* Take loss chance vs keep chance to see if we
2811     retain the stat. */
2812     }
2813     else
2814     {
2815     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2816     lose_this_stat = 0;
2817     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818     this_stat, keep_chance, loss_chance,
2819     lose_this_stat?"LOSE":"KEEP"); */
2820 root 1.11 }
2821     }
2822 root 1.54 }
2823 root 1.18
2824 root 1.54 if (lose_this_stat)
2825     {
2826     this_stat = get_attr_value (&(dep->stats), i);
2827     /* We could try to do something clever like find another
2828     * stat to reduce if this fails. But chances are, if
2829     * stats have been depleted to -50, all are pretty low
2830     * and should be roughly the same, so it shouldn't make a
2831     * difference.
2832     */
2833     if (this_stat >= -50)
2834 root 1.18 {
2835 root 1.54 change_attr_value (&(dep->stats), i, -1);
2836     SET_FLAG (dep, FLAG_APPLIED);
2837     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838     op->update_stats ();
2839     lost_a_stat = 1;
2840 root 1.11 }
2841     }
2842     }
2843 root 1.54 }
2844     /* If no stat lost, tell the player. */
2845     if (!lost_a_stat)
2846     {
2847     /* determine_god() seems to not work sometimes... why is this?
2848     Should I be using something else? GD */
2849     const char *god = determine_god (op);
2850 root 1.18
2851 root 1.54 if (god && (strcmp (god, "none")))
2852     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2853     else
2854     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2855     }
2856 root 1.28 #else
2857 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2858 elmex 1.1 #endif
2859    
2860 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2861     * exp loss on the stone.
2862     */
2863     tmp = arch_to_object (archetype::find ("gravestone"));
2864     sprintf (buf, "%s's gravestone", &op->name);
2865     tmp->name = buf;
2866     sprintf (buf, "%s's gravestones", &op->name);
2867     tmp->name_pl = buf;
2868     sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2869     tmp->msg = buf;
2870     tmp->x = op->x, tmp->y = op->y;
2871     insert_ob_in_map (tmp, op->map, NULL, 0);
2872    
2873     /**************************************/
2874     /* */
2875     /* Subtract the experience points, */
2876     /* if we died cause of food, give us */
2877     /* food, and reset HP's... */
2878     /* */
2879     /**************************************/
2880    
2881     /* remove any poisoning and confusion the character may be suffering. */
2882     /* restore player */
2883     at = archetype::find ("poisoning");
2884     tmp = present_arch_in_ob (at, op);
2885    
2886     if (tmp)
2887     {
2888     tmp->destroy ();
2889     new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2890     }
2891    
2892     at = archetype::find ("confusion");
2893     tmp = present_arch_in_ob (at, op);
2894     if (tmp)
2895     {
2896     tmp->destroy ();
2897     new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2898     }
2899    
2900     cure_disease (op, 0); /* remove any disease */
2901    
2902     /*add_exp(op, (op->stats.exp * -0.20)); */
2903     apply_death_exp_penalty (op);
2904     if (op->stats.food < 100)
2905     op->stats.food = 900;
2906     op->stats.hp = op->stats.maxhp;
2907     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909 root 1.11
2910 root 1.54 /*
2911     * Check to see if the player is in a shop. IF so, then check to see if
2912     * the player has any unpaid items. If so, remove them and put them back
2913     * in the map.
2914     */
2915 root 1.33
2916 root 1.54 if (is_in_shop (op))
2917     remove_unpaid_objects (op->inv, op);
2918 root 1.18
2919 root 1.54 /****************************************/
2920     /* */
2921     /* Move player to his current respawn- */
2922     /* position (usually last savebed) */
2923     /* */
2924     /****************************************/
2925 root 1.18
2926 root 1.54 enter_player_savebed (op);
2927 root 1.18
2928 root 1.54 op->contr->braced = 0;
2929 root 1.11
2930 root 1.54 /* it is possible that the player has blown something up
2931     * at his savebed location, and that can have long lasting
2932     * spell effects. So first see if there is a spell effect
2933     * on the space that might harm the player.
2934     */
2935     will_kill_again = 0;
2936     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2937     if (tmp->type == SPELL_EFFECT)
2938     will_kill_again |= tmp->attacktype;
2939 elmex 1.1
2940 root 1.54 if (will_kill_again)
2941 root 1.18 {
2942 root 1.54 object *force;
2943     int at;
2944 root 1.18
2945 root 1.54 force = get_archetype (FORCE_NAME);
2946     /* 50 ticks should be enough time for the spell to abate */
2947     force->speed = 0.1;
2948     force->speed_left = -5.0;
2949     SET_FLAG (force, FLAG_APPLIED);
2950     for (at = 0; at < NROFATTACKS; at++)
2951     if (will_kill_again & (1 << at))
2952     force->resist[at] = 100;
2953 root 1.30
2954 root 1.54 insert_ob_in_ob (force, op);
2955     op->update_stats ();
2956 root 1.30
2957 root 1.54 }
2958 root 1.18
2959 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2960 elmex 1.1 }
2961    
2962 root 1.18 void
2963     loot_object (object *op)
2964     { /* Grab and destroy some treasure */
2965     object *tmp, *tmp2, *next;
2966 elmex 1.1
2967 root 1.18 if (op->container)
2968 root 1.54 esrv_apply_container (op, op->container); /* close open sack first */
2969 elmex 1.1
2970 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2971 root 1.18 {
2972     next = tmp->below;
2973 root 1.54
2974 elmex 1.50 if (tmp->invisible)
2975 root 1.18 continue;
2976 root 1.54
2977 root 1.32 tmp->remove ();
2978 root 1.18 tmp->x = op->x, tmp->y = op->y;
2979     if (tmp->type == CONTAINER)
2980     { /* empty container to ground */
2981     loot_object (tmp);
2982     }
2983     if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2984     {
2985     if (tmp->nrof > 1)
2986     {
2987     tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 root 1.33 tmp2->destroy ();
2989 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2990     }
2991     else
2992 root 1.33 tmp->destroy ();
2993 root 1.18 }
2994     else
2995     insert_ob_in_map (tmp, op->map, NULL, 0);
2996     }
2997 elmex 1.1 }
2998    
2999     /*
3000     * fix_weight(): Check recursively the weight of all players, and fix
3001     * what needs to be fixed. Refresh windows and fix speed if anything
3002     * was changed.
3003     */
3004    
3005 root 1.18 void
3006     fix_weight (void)
3007     {
3008 root 1.61 for_all_players (pl)
3009 root 1.18 {
3010     int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011    
3012     if (old == sum)
3013     continue;
3014 root 1.54 pl->ob->update_stats ();
3015 root 1.18 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016     }
3017 elmex 1.1 }
3018    
3019 root 1.18 void
3020     fix_luck (void)
3021     {
3022 root 1.61 for_all_players (pl)
3023 root 1.52 if (!pl->ob->contr->ns->state)
3024 root 1.54 pl->ob->change_luck (0);
3025 elmex 1.1 }
3026    
3027     /* cast_dust() - handles op throwing objects of type 'DUST'.
3028     * This is much simpler in the new spell code - we basically
3029     * just treat this as any other spell casting object.
3030     */
3031 elmex 1.2 void
3032 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
3033 elmex 1.2 {
3034     object *skop, *spob;
3035    
3036     skop = find_skill_by_name (op, throw_ob->skill);
3037    
3038     /* casting POTION 'dusts' is really a use_magic_item skill */
3039     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3040     {
3041 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3042 elmex 1.2 return;
3043     }
3044    
3045     spob = throw_ob->inv;
3046    
3047     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048     // not pass NULL to cast_spell (which did indeed check itself, but
3049     // errors should be reported as early as possible IMHO)
3050     if (!spob)
3051     {
3052 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 elmex 1.2 return;
3054 elmex 1.1 }
3055    
3056 elmex 1.2 if (op->type == PLAYER)
3057 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3058 elmex 1.2
3059     cast_spell (op, throw_ob, dir, spob, NULL);
3060    
3061 root 1.33 throw_ob->destroy ();
3062 elmex 1.1 }
3063    
3064 root 1.18 void
3065     make_visible (object *op)
3066     {
3067     op->hide = 0;
3068     op->invisible = 0;
3069     if (op->type == PLAYER)
3070     {
3071     op->contr->tmp_invis = 0;
3072     op->contr->invis_race = 0;
3073     }
3074     update_object (op, UP_OBJ_FACE);
3075     }
3076    
3077     int
3078     is_true_undead (object *op)
3079     {
3080     object *tmp = NULL;
3081    
3082     if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083     return 1;
3084    
3085 elmex 1.1 return 0;
3086     }
3087    
3088     /* look at the surrounding terrain to determine
3089     * the hideability of this object. Positive levels
3090     * indicate greater hideability.
3091     */
3092    
3093 root 1.18 int
3094     hideability (object *ob)
3095     {
3096     int i, level = 0, mflag;
3097     sint16 x, y;
3098    
3099     if (!ob || !ob->map)
3100     return 0;
3101    
3102     /* so, on normal lighted maps, its hard to hide */
3103     level = ob->map->darkness - 2;
3104    
3105     /* this also picks up whether the object is glowing.
3106     * If you carry a light on a non-dark map, its not
3107     * as bad as carrying a light on a pitch dark map */
3108     if (has_carried_lights (ob))
3109     level = -(10 + (2 * ob->map->darkness));
3110    
3111     /* scan through all nearby squares for terrain to hide in */
3112     for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113     {
3114     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115     if (mflag & P_OUT_OF_MAP)
3116     {
3117     continue;
3118     }
3119     if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120     level += 2;
3121     else /* open terrain! */
3122     level -= 1;
3123 elmex 1.1 }
3124 root 1.18
3125 elmex 1.1 #if 0
3126 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3127 elmex 1.1 #endif
3128 root 1.18 return level;
3129 elmex 1.1 }
3130    
3131     /* For Hidden creatures - a chance of becoming 'unhidden'
3132     * every time they move - as we subtract off 'invisibility'
3133     * AND, for players, if they move into a ridiculously unhideable
3134     * spot (surrounded by clear terrain in broad daylight). -b.t.
3135     */
3136    
3137 root 1.18 void
3138     do_hidden_move (object *op)
3139     {
3140     int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141     object *skop;
3142    
3143     if (!op || !op->map)
3144     return;
3145    
3146     skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3147    
3148     /* its *extremely* hard to run and sneak/hide at the same time! */
3149     if (op->type == PLAYER && op->contr->run_on)
3150 root 1.85 if (!skop || num >= skop->level)
3151     {
3152     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3153     make_visible (op);
3154     return;
3155     }
3156     else
3157     num += 20;
3158    
3159 root 1.18 num += op->map->difficulty;
3160     hide = hideability (op); /* modify by terrain hidden level */
3161     num -= hide;
3162 root 1.85
3163 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164     {
3165     make_visible (op);
3166     if (op->type == PLAYER)
3167     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 elmex 1.1 }
3169 root 1.18 else if (op->type == PLAYER && skop)
3170 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3171 elmex 1.1 }
3172    
3173     /* determine if who is standing near a hostile creature. */
3174    
3175 root 1.18 int
3176     stand_near_hostile (object *who)
3177     {
3178     object *tmp = NULL;
3179     int i, friendly = 0, player = 0, mflags;
3180 root 1.25 maptile *m;
3181 root 1.18 sint16 x, y;
3182    
3183     if (!who)
3184     return 0;
3185    
3186     if (who->type == PLAYER)
3187     player = 1;
3188    
3189     else
3190     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3191    
3192     /* search adjacent squares */
3193     for (i = 1; i < 9; i++)
3194     {
3195     x = who->x + freearr_x[i];
3196     y = who->y + freearr_y[i];
3197     m = who->map;
3198     mflags = get_map_flags (m, &m, x, y, &x, &y);
3199     /* space must be blocked if there is a monster. If not
3200     * blocked, don't need to check this space.
3201     */
3202     if (mflags & P_OUT_OF_MAP)
3203     continue;
3204     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205     continue;
3206    
3207 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 root 1.18 {
3209     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3210     return 1;
3211     else if (tmp->type == PLAYER)
3212     {
3213     /*don't let a hidden DM prevent you from hiding */
3214     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3215 root 1.11 return 1;
3216 root 1.18 }
3217 root 1.11 }
3218 elmex 1.1 }
3219 root 1.18 return 0;
3220 elmex 1.1 }
3221    
3222     /* check the player los field for viewability of the
3223     * object op. This function works fine for monsters,
3224     * but we dont worry if the object isnt the top one in
3225     * a pile (say a coin under a table would return "viewable"
3226     * by this routine). Another question, should we be
3227     * concerned with the direction the player is looking
3228     * in? Realistically, most of use cant see stuff behind
3229     * our backs...on the other hand, does the "facing" direction
3230     * imply the way your head, or body is facing? Its possible
3231     * for them to differ. Sigh, this fctn could get a bit more complex.
3232     * -b.t.
3233     * This function is now map tiling safe.
3234     */
3235    
3236 root 1.18 int
3237     player_can_view (object *pl, object *op)
3238     {
3239     rv_vector rv;
3240     int dx, dy;
3241    
3242     if (pl->type != PLAYER)
3243     {
3244     LOG (llevError, "player_can_view() called for non-player object\n");
3245     return -1;
3246 elmex 1.1 }
3247 root 1.74
3248 root 1.18 if (!pl || !op)
3249 elmex 1.1 return 0;
3250 root 1.18
3251 root 1.74 op = op->head_ ();
3252    
3253 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3254    
3255     /* starting with the 'head' part, lets loop
3256     * through the object and find if it has any
3257     * part that is in the los array but isnt on
3258     * a blocked los square.
3259     * we use the archetype to figure out offsets.
3260     */
3261     while (op)
3262     {
3263     dx = rv.distance_x + op->arch->clone.x;
3264     dy = rv.distance_y + op->arch->clone.y;
3265    
3266     /* only the viewable area the player sees is updated by LOS
3267     * code, so we need to restrict ourselves to that range of values
3268     * for any meaningful values.
3269     */
3270 root 1.52 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271     FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272     !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 root 1.18 return 1;
3274     op = op->more;
3275     }
3276     return 0;
3277 elmex 1.1 }
3278    
3279     /* routine for both players and monsters. We call this when
3280     * there is a possibility for our action distrubing our hiding
3281     * place or invisiblity spell. Artefact invisiblity is not
3282     * effected by this. If we arent invisible to begin with, we
3283     * return 0.
3284     */
3285 root 1.18 int
3286     action_makes_visible (object *op)
3287     {
3288    
3289     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290     {
3291     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292     return 0;
3293    
3294     if (op->contr && op->contr->tmp_invis == 0)
3295     return 0;
3296 elmex 1.1
3297 root 1.18 /* If monsters, they should become visible */
3298     if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299     {
3300     new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301     return 1;
3302 root 1.11 }
3303 elmex 1.1 }
3304 root 1.18 return 0;
3305 elmex 1.1 }
3306    
3307     /* op_on_battleground - checks if the given object op (usually
3308     * a player) is standing on a valid battleground-tile,
3309     * function returns TRUE/FALSE. If true x, y returns the battleground
3310     * -exit-coord. (and if x, y not NULL)
3311     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313     * Default is to do the same as before, so only people wanting to have different points need worry about this
3314     */
3315 root 1.18 int
3316     op_on_battleground (object *op, int *x, int *y)
3317     {
3318 elmex 1.1 object *tmp;
3319 root 1.18
3320 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3321     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323     * and the exit-coordinates sp/hp must both be > 0.
3324     * => The intention here is to prevent abuse of the battleground-
3325     * feature (like pickable or hidden battleground tiles). */
3326 root 1.18 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3327     {
3328     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329     {
3330     if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3331     strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3332     {
3333     /*before we assign the exit, check if this is a teambattle */
3334     if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335     {
3336     object *invtmp;
3337    
3338     for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3339     {
3340     if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341     {
3342     if (x != NULL && y != NULL)
3343     *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3344     return 1;
3345     }
3346     }
3347     }
3348     if (x != NULL && y != NULL)
3349     *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3350     return 1;
3351     }
3352     }
3353 elmex 1.1 }
3354     /* If we got here, did not find a battleground */
3355     return 0;
3356     }
3357    
3358     /*
3359     * When a dragon-player gains a new stage of evolution,
3360     * he gets some treasure
3361     *
3362     * attributes:
3363     * object *who the dragon player
3364     * int atnr the attack-number of the ability focus
3365     * int level ability level
3366     */
3367 root 1.18 void
3368     dragon_ability_gain (object *who, int atnr, int level)
3369     {
3370     treasurelist *trlist = NULL; /* treasurelist */
3371     treasure *tr; /* treasure */
3372     object *tmp, *skop; /* tmp. object */
3373     object *item; /* treasure object */
3374     char buf[MAX_BUF]; /* tmp. string buffer */
3375     int i = 0, j = 0;
3376    
3377     /* get the appropriate treasurelist */
3378     if (atnr == ATNR_FIRE)
3379     trlist = find_treasurelist ("dragon_ability_fire");
3380     else if (atnr == ATNR_COLD)
3381     trlist = find_treasurelist ("dragon_ability_cold");
3382     else if (atnr == ATNR_ELECTRICITY)
3383     trlist = find_treasurelist ("dragon_ability_elec");
3384     else if (atnr == ATNR_POISON)
3385     trlist = find_treasurelist ("dragon_ability_poison");
3386    
3387     if (trlist == NULL || who->type != PLAYER)
3388     return;
3389    
3390     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3391    
3392 elmex 1.82 if (!tr || !tr->item)
3393 root 1.18 {
3394     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395     return;
3396 elmex 1.1 }
3397    
3398 root 1.18 /* everything seems okay - now bring on the gift: */
3399     item = &(tr->item->clone);
3400 elmex 1.1
3401 root 1.18 if (item->type == SPELL)
3402     {
3403     if (check_spell_known (who, item->name))
3404 root 1.11 return;
3405 root 1.18
3406     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3407     do_learn_spell (who, item, 0);
3408     return;
3409 elmex 1.1 }
3410    
3411 root 1.18 /* grant direct spell */
3412     if (item->type == SPELLBOOK)
3413     {
3414     if (!item->inv)
3415     {
3416     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3417     return;
3418     }
3419     if (check_spell_known (who, item->inv->name))
3420     return;
3421     if (item->invisible)
3422     {
3423     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3424     do_learn_spell (who, item->inv, 0);
3425     return;
3426 root 1.11 }
3427 root 1.18 }
3428     else if (item->type == SKILL_TOOL && item->invisible)
3429     {
3430     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3431     {
3432    
3433     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3434     * in this way, if the player is missing any of the attacktypes, he gets
3435     * them. As it is now, if the player has any that match the granted skill,
3436     * but not all of them, he gets nothing.
3437     */
3438     if (!(skop->attacktype & item->attacktype))
3439     {
3440     /* Give new attacktype */
3441     skop->attacktype |= item->attacktype;
3442    
3443     /* always add physical if there's none */
3444     skop->attacktype |= AT_PHYSICAL;
3445    
3446     if (item->msg != NULL)
3447     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448    
3449     /* Give player new face */
3450     if (item->animation_id)
3451     {
3452     who->face = skop->face;
3453     who->animation_id = item->animation_id;
3454     who->anim_speed = item->anim_speed;
3455     who->last_anim = 0;
3456     who->state = 0;
3457     animate_object (who, who->direction);
3458     }
3459     }
3460 root 1.11 }
3461 elmex 1.1 }
3462 root 1.18 else if (item->type == FORCE)
3463     {
3464     /* forces in the treasurelist can alter the player's stats */
3465     object *skin;
3466 elmex 1.1
3467 root 1.18 /* first get the dragon skin force */
3468 root 1.52 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469     for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470     ;
3471    
3472     if (!skin)
3473 root 1.18 return;
3474    
3475     /* adding new spellpath attunements */
3476     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3477     {
3478     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3479    
3480     /* print message */
3481     sprintf (buf, "You feel attuned to ");
3482     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3483     {
3484     if (item->path_attuned & (1 << i))
3485     {
3486     if (j)
3487     strcat (buf, " and ");
3488     else
3489     j = 1;
3490     strcat (buf, spellpathnames[i]);
3491     }
3492     }
3493     strcat (buf, ".");
3494     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3495     }
3496    
3497     /* evtl. adding flags: */
3498     if (QUERY_FLAG (item, FLAG_XRAYS))
3499     SET_FLAG (skin, FLAG_XRAYS);
3500     if (QUERY_FLAG (item, FLAG_STEALTH))
3501     SET_FLAG (skin, FLAG_STEALTH);
3502     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3503     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3504    
3505     /* print message if there is one */
3506     if (item->msg != NULL)
3507     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508     }
3509     else
3510     {
3511     /* generate misc. treasure */
3512     tmp = arch_to_object (tr->item);
3513     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514     tmp = insert_ob_in_ob (tmp, who);
3515     if (who->type == PLAYER)
3516     esrv_send_item (who, tmp);
3517 elmex 1.1 }
3518     }
3519    
3520     /**
3521     * Unready an object for a player. This function does nothing if the object was
3522     * not readied.
3523     */
3524 root 1.18 void
3525     player_unready_range_ob (player *pl, object *ob)
3526     {
3527     rangetype i;
3528 elmex 1.1
3529 root 1.18 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3530     {
3531     if (pl->ranges[i] == ob)
3532     {
3533     pl->ranges[i] = NULL;
3534     if (pl->shoottype == i)
3535     {
3536     pl->shoottype = range_none;
3537 elmex 1.1 }
3538     }
3539     }
3540     }